Files
tbd-station-14/Content.Server/GameObjects/Components/Destructible/Thresholds/Behaviors/PlaySoundCollectionBehavior.cs
DrSmugleaf b62cc84e8c Add destructible component threshold triggers (#3080)
* 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* Update outdated code and docs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
2021-02-05 13:41:05 +01:00

36 lines
1.1 KiB
C#

using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Audio;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
{
[Serializable]
public class PlaySoundCollectionBehavior : IThresholdBehavior
{
/// <summary>
/// Sound collection from which to pick a random sound to play.
/// </summary>
private string SoundCollection { get; set; }
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.SoundCollection, "soundCollection", string.Empty);
}
public void Execute(IEntity owner, DestructibleSystem system)
{
if (string.IsNullOrEmpty(SoundCollection))
{
return;
}
var sound = AudioHelpers.GetRandomFileFromSoundCollection(SoundCollection);
var pos = owner.Transform.Coordinates;
system.AudioSystem.PlayAtCoords(sound, pos, AudioHelpers.WithVariation(0.125f));
}
}
}