Add input port of the network system in timer (#20026)
* Add port link sink in timer * Update SignalTimerSystem.cs Moving the trigger so that everything works correctly and does not conflict. Correction of remarks. * Update SignalTimerSystem.cs * a * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,4 +1,5 @@
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using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceLinking.Events;
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using Content.Server.UserInterface;
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using Content.Shared.Access.Systems;
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using Content.Shared.MachineLinking;
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@@ -19,6 +20,11 @@ public sealed class SignalTimerSystem : EntitySystem
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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/// <summary>
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/// Per-tick timer cache.
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/// </summary>
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private List<Entity<SignalTimerComponent>> _timers = new();
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public override void Initialize()
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{
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base.Initialize();
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@@ -29,11 +35,13 @@ public sealed class SignalTimerSystem : EntitySystem
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SubscribeLocalEvent<SignalTimerComponent, SignalTimerTextChangedMessage>(OnTextChangedMessage);
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SubscribeLocalEvent<SignalTimerComponent, SignalTimerDelayChangedMessage>(OnDelayChangedMessage);
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SubscribeLocalEvent<SignalTimerComponent, SignalTimerStartMessage>(OnTimerStartMessage);
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SubscribeLocalEvent<SignalTimerComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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private void OnInit(EntityUid uid, SignalTimerComponent component, ComponentInit args)
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{
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_appearanceSystem.SetData(uid, TextScreenVisuals.ScreenText, component.Label);
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_signalSystem.EnsureSinkPorts(uid, component.Trigger);
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}
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private void OnAfterActivatableUIOpen(EntityUid uid, SignalTimerComponent component, AfterActivatableUIOpenEvent args)
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@@ -58,11 +66,13 @@ public sealed class SignalTimerSystem : EntitySystem
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public void Trigger(EntityUid uid, SignalTimerComponent signalTimer)
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{
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RemComp<ActiveSignalTimerComponent>(uid);
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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_appearanceSystem.SetData(uid, TextScreenVisuals.ScreenText, new string?[] { signalTimer.Label }, appearance);
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_appearanceSystem.SetData(uid, TextScreenVisuals.ScreenText, new[] { signalTimer.Label }, appearance);
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}
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_audio.PlayPvs(signalTimer.DoneSound, uid);
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_signalSystem.InvokePort(uid, signalTimer.TriggerPort);
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if (_ui.TryGetUi(uid, SignalTimerUiKey.Key, out var bui))
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@@ -80,16 +90,29 @@ public sealed class SignalTimerSystem : EntitySystem
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateTimer();
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}
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private void UpdateTimer()
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{
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_timers.Clear();
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var query = EntityQueryEnumerator<ActiveSignalTimerComponent, SignalTimerComponent>();
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while (query.MoveNext(out var uid, out var active, out var timer))
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{
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if (active.TriggerTime > _gameTiming.CurTime)
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continue;
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Trigger(uid, timer);
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_timers.Add((uid, timer));
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}
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if (timer.DoneSound != null)
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_audio.PlayPvs(timer.DoneSound, uid);
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foreach (var timer in _timers)
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{
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// Exploded or the likes.
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if (!Exists(timer.Owner))
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continue;
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Trigger(timer.Owner, timer.Comp);
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}
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}
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@@ -144,7 +167,19 @@ public sealed class SignalTimerSystem : EntitySystem
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{
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if (!IsMessageValid(uid, args))
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return;
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OnStartTimer(uid, component);
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}
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private void OnSignalReceived(EntityUid uid, SignalTimerComponent component, ref SignalReceivedEvent args)
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{
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if (args.Port == component.Trigger)
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{
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OnStartTimer(uid, component);
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}
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}
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public void OnStartTimer(EntityUid uid, SignalTimerComponent component)
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{
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TryComp<AppearanceComponent>(uid, out var appearance);
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var timer = EnsureComp<ActiveSignalTimerComponent>(uid);
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timer.TriggerTime = _gameTiming.CurTime + TimeSpan.FromSeconds(component.Delay);
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