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); } }