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; }