using System.Collections.Generic;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Sprite.Components
{
[RegisterComponent]
public class RandomSpriteStateComponent : Component
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "RandomSpriteState";
[DataField("spriteStates")]
private List<string>? _spriteStates;
[DataField("spriteLayer")]
private int _spriteLayer;
protected override void Initialize()
base.Initialize();
if (_spriteStates == null) return;
if (!Owner.TryGetComponent(out SpriteComponent? spriteComponent)) return;
spriteComponent.LayerSetState(_spriteLayer, _random.Pick(_spriteStates));
}