Change components to use timer component (#2426)

* Change components to use timer component

* Fix old usages of tokens
This commit is contained in:
DrSmugleaf
2020-10-30 05:02:49 +01:00
committed by GitHub
parent c86c378198
commit 37e97ca89f
24 changed files with 59 additions and 35 deletions

View File

@@ -14,6 +14,7 @@ using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
@@ -184,7 +185,7 @@ namespace Content.Server.GameObjects.Components.VendingMachines
UserInterface?.SendMessage(new VendingMachineInventoryMessage(Inventory));
TrySetVisualState(VendingMachineVisualState.Eject);
Timer.Spawn(_animationDuration, () =>
Owner.SpawnTimer(_animationDuration, () =>
{
_ejecting = false;
TrySetVisualState(VendingMachineVisualState.Normal);
@@ -198,7 +199,7 @@ namespace Content.Server.GameObjects.Components.VendingMachines
{
TrySetVisualState(VendingMachineVisualState.Deny);
//TODO: This duration should be a distinct value specific to the deny animation
Timer.Spawn(_animationDuration, () =>
Owner.SpawnTimer(_animationDuration, () =>
{
TrySetVisualState(VendingMachineVisualState.Normal);
});