using Content.Server.Nutrition.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Nutrition.Components;
[RegisterComponent, Access(typeof(SliceableFoodSystem))]
public sealed partial class SliceableFoodComponent : Component
{
///
/// Prototype to spawn after slicing.
/// If null then it can't be sliced.
///
[DataField]
public EntProtoId? Slice;
[DataField]
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Items/Culinary/chop.ogg");
///
/// Number of slices the food starts with.
///
[DataField("count")]
public ushort TotalCount = 5;
///
/// how long it takes for this food to be sliced
///
[DataField]
public float SliceTime = 1f;
///
/// all the pieces will be shifted in random directions.
///
[DataField]
public float SpawnOffset = 0.5f;
}