* WIP changes * Fix tests, merge conflict and trigger once behavior * Update yml * Change test strings to be consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to blunt damage * Fix one (1) typo * Add damage class trigger test * Add missing nullable enable to thresholds
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Audio;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
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{
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[Serializable]
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public class PlaySoundCollectionBehavior : IThresholdBehavior
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{
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/// <summary>
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/// Sound collection from which to pick a random sound to play.
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/// </summary>
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private string SoundCollection { get; set; }
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.SoundCollection, "soundCollection", string.Empty);
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}
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public void Execute(IEntity owner, DestructibleSystem system)
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{
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if (string.IsNullOrEmpty(SoundCollection))
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{
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return;
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}
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var sound = AudioHelpers.GetRandomFileFromSoundCollection(SoundCollection);
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var pos = owner.Transform.Coordinates;
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system.AudioSystem.PlayAtCoords(sound, pos, AudioHelpers.WithVariation(0.125f));
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}
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}
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}
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