public void PlayRageEffect(TriggerEffectExecuteEvent e, SingleNode <RageEffectComponent> effect, [JoinByTank] SelfTankNode tank, [JoinByTank] ICollection <SingleNode <InventoryCooldownStateComponent> > inventorySlots) { if (inventorySlots.Count != 0) { RageSoundEffectBehaviour.CreateRageSound(tank.rageSoundEffect.Asset); } }
public static void CreateRageSound(RageSoundEffectBehaviour effectPrefab) { CreateSoundEffectInstance(effectPrefab, 1, 0.5f); }