using Robust.Shared.Random;
namespace Content.Shared.Lightning;
public abstract class SharedLightningSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
///
/// Picks a random sprite state for the lightning. It's just data that gets passed to the
///
/// Returns a string "lightning_" + the chosen random number.
public string LightningRandomizer()
{
//When the lightning is made with TryCreateBeam, spawns random sprites for each beam to make it look nicer.
var spriteStateNumber = _random.Next(1, 12);
return ("lightning_" + spriteStateNumber);
}
}