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 { /// /// Timer that creates a cooldown each time an object is activated/used /// [RegisterComponent] public class UseDelayComponent : Component { public override string Name => "UseDelay"; private TimeSpan _lastUseTime; [DataField("delay")] private float _delay = 1; /// /// The time, in seconds, between an object's use and when it can be used again /// [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().CurTime; if (IoCManager.Resolve().TryGetComponent(Owner, out ItemCooldownComponent? cooldown)) { cooldown.CooldownStart = _lastUseTime; cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay); } } public void Cancel() { cancellationTokenSource?.Cancel(); ActiveDelay = false; if (IoCManager.Resolve().TryGetComponent(Owner, out ItemCooldownComponent? cooldown)) { cooldown.CooldownEnd = IoCManager.Resolve().CurTime; } } public void Restart() { cancellationTokenSource?.Cancel(); ActiveDelay = false; BeginDelay(); } } }