ECS usedelay (#6348)

This commit is contained in:
metalgearsloth
2022-01-31 00:27:29 +11:00
committed by GitHub
parent 3bf661871b
commit cfd2e28eae
5 changed files with 120 additions and 66 deletions

View File

@@ -1,10 +1,7 @@
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
@@ -12,61 +9,21 @@ namespace Content.Shared.Timing
/// <summary>
/// Timer that creates a cooldown each time an object is activated/used
/// </summary>
[RegisterComponent]
public class UseDelayComponent : Component
[RegisterComponent, ComponentProtoName("UseDelay")]
public sealed class UseDelayComponent : Component
{
public override string Name => "UseDelay";
private TimeSpan _lastUseTime;
[ViewVariables]
public TimeSpan LastUseTime;
[ViewVariables]
[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 float Delay = 1;
public bool ActiveDelay{ get; private set; }
[ViewVariables]
public float Elapsed = 0f;
private CancellationTokenSource? cancellationTokenSource;
public 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;
var cooldown = IoCManager.Resolve<IEntityManager>().EnsureComponent<ItemCooldownComponent>(Owner);
cooldown.CooldownStart = _lastUseTime;
cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay);
}
public void Cancel()
{
cancellationTokenSource?.Cancel();
ActiveDelay = false;
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out ItemCooldownComponent? cooldown))
{
cooldown.CooldownEnd = IoCManager.Resolve<IGameTiming>().CurTime;
}
}
public void Restart()
{
cancellationTokenSource?.Cancel();
ActiveDelay = false;
BeginDelay();
}
public bool ActiveDelay => CancellationTokenSource is { Token: { IsCancellationRequested: false } };
}
}