Remove some functions from HandsComponent (#4937)

* remove wrapper functions

* Remove InteractionSystem wrapper functions

* remove two more functions

* add missing `using`

* clean diff
This commit is contained in:
Leon Friedrich
2021-10-25 20:06:12 +13:00
committed by GitHub
parent e621a82e65
commit 6e84e23ba1
10 changed files with 437 additions and 509 deletions

View File

@@ -0,0 +1,75 @@
using System;
using System.Threading;
using Content.Shared.Cooldown;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Timing
{
/// <summary>
/// Timer that creates a cooldown each time an object is activated/used
/// </summary>
[RegisterComponent]
public class UseDelayComponent : Component
{
public override string Name => "UseDelay";
private TimeSpan _lastUseTime;
[DataField("delay")]
private float _delay = 1;
/// <summary>
/// The time, in seconds, between an object's use and when it can be used again
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Delay { get => _delay; set => _delay = value; }
public bool ActiveDelay{ get; private set; }
private CancellationTokenSource? cancellationTokenSource;
public void BeginDelay()
{
if (ActiveDelay)
{
return;
}
ActiveDelay = true;
cancellationTokenSource = new CancellationTokenSource();
Owner.SpawnTimer(TimeSpan.FromSeconds(Delay), () => ActiveDelay = false, cancellationTokenSource.Token);
_lastUseTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (Owner.TryGetComponent(out ItemCooldownComponent? cooldown))
{
cooldown.CooldownStart = _lastUseTime;
cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay);
}
}
public void Cancel()
{
cancellationTokenSource?.Cancel();
ActiveDelay = false;
if (Owner.TryGetComponent(out ItemCooldownComponent? cooldown))
{
cooldown.CooldownEnd = IoCManager.Resolve<IGameTiming>().CurTime;
}
}
public void Restart()
{
cancellationTokenSource?.Cancel();
ActiveDelay = false;
BeginDelay();
}
}
}