using System.Threading;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Timing
{
///
/// Timer that creates a cooldown each time an object is activated/used
///
[RegisterComponent]
[NetworkedComponent]
public sealed class UseDelayComponent : Component
{
public TimeSpan LastUseTime;
public TimeSpan? DelayEndTime;
[DataField("delay")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
///
/// Stores remaining delay pausing (and eventually, serialization).
///
[DataField("remainingDelay")]
public TimeSpan? RemainingDelay;
public bool ActiveDelay => DelayEndTime != null;
}
[Serializable, NetSerializable]
public sealed class UseDelayComponentState : ComponentState
{
public readonly TimeSpan LastUseTime;
public readonly TimeSpan Delay;
public readonly TimeSpan? DelayEndTime;
public UseDelayComponentState(TimeSpan lastUseTime, TimeSpan delay, TimeSpan? delayEndTime)
{
LastUseTime = lastUseTime;
Delay = delay;
DelayEndTime = delayEndTime;
}
}
}