using Robust.Shared.GameStates;
namespace Content.Shared.Timing;
///
/// Timer that creates a cooldown each time an object is activated/used
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class UseDelayComponent : Component
{
[AutoNetworkedField]
public TimeSpan LastUseTime;
[AutoNetworkedField]
public TimeSpan? DelayEndTime;
[DataField, AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
///
/// Stores remaining delay pausing (and eventually, serialization).
///
[DataField]
public TimeSpan? RemainingDelay;
public bool ActiveDelay => DelayEndTime != null;
}