using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Timing;
///
/// Timer that creates a cooldown each time an object is activated/used.
/// Can support additional, separate cooldown timers on the object by passing a unique ID with the system methods.
///
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(UseDelaySystem))]
public sealed partial class UseDelayComponent : Component
{
[DataField]
public Dictionary Delays = [];
///
/// Default delay time.
///
///
/// This is only used at MapInit and should not be expected
/// to reflect the length of the default delay after that.
/// Use instead.
///
[DataField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
}
[Serializable, NetSerializable]
public sealed class UseDelayComponentState : IComponentState
{
public Dictionary Delays = new();
}
[Serializable, NetSerializable]
[DataDefinition]
public sealed partial class UseDelayInfo
{
[DataField]
public TimeSpan Length { get; set; }
[DataField]
public TimeSpan StartTime { get; set; }
[DataField]
public TimeSpan EndTime { get; set; }
public UseDelayInfo(TimeSpan length, TimeSpan startTime = default, TimeSpan endTime = default)
{
Length = length;
StartTime = startTime;
EndTime = endTime;
}
}