Update trivial components to use auto comp states (#20539)
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@@ -1,6 +1,4 @@
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using System.Threading;
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using Content.Shared.Cooldown;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -16,8 +14,7 @@ public sealed class UseDelaySystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<UseDelayComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<UseDelayComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<UseDelayComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<UseDelayComponent, EntityPausedEvent>(OnPaused);
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SubscribeLocalEvent<UseDelayComponent, EntityUnpausedEvent>(OnUnpaused);
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@@ -45,26 +42,14 @@ public sealed class UseDelaySystem : EntitySystem
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_activeDelays.Add(component);
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}
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private void OnHandleState(EntityUid uid, UseDelayComponent component, ref ComponentHandleState args)
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private void OnHandleState(EntityUid uid, UseDelayComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (args.Current is not UseDelayComponentState state)
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return;
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component.LastUseTime = state.LastUseTime;
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component.Delay = state.Delay;
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component.DelayEndTime = state.DelayEndTime;
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if (component.DelayEndTime == null)
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_activeDelays.Remove(component);
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else
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_activeDelays.Add(component);
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}
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private void OnGetState(EntityUid uid, UseDelayComponent component, ref ComponentGetState args)
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{
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args.State = new UseDelayComponentState(component.LastUseTime, component.Delay, component.DelayEndTime);
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}
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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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