using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors
{
[Serializable]
[DataDefinition]
public class PlaySoundCollectionBehavior : IThresholdBehavior
/// <summary>
/// Sound collection from which to pick a random sound to play.
/// </summary>
[DataField("soundCollection")]
private string SoundCollection { get; set; } = 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));