76 lines
2.1 KiB
C#
76 lines
2.1 KiB
C#
using System;
|
|
using System.Threading;
|
|
using Content.Shared.GameObjects.Components.Items;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Timing
|
|
{
|
|
/// <summary>
|
|
/// Timer that creates a cooldown each time an object is activated/used
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class UseDelayComponent : Component
|
|
{
|
|
public override string Name => "UseDelay";
|
|
|
|
private TimeSpan _lastUseTime;
|
|
|
|
[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 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<IGameTiming>().CurTime;
|
|
|
|
if (Owner.TryGetComponent(out ItemCooldownComponent? cooldown))
|
|
{
|
|
cooldown.CooldownStart = _lastUseTime;
|
|
cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay);
|
|
}
|
|
|
|
}
|
|
|
|
public void Cancel()
|
|
{
|
|
cancellationTokenSource?.Cancel();
|
|
ActiveDelay = false;
|
|
|
|
if (Owner.TryGetComponent(out ItemCooldownComponent? cooldown))
|
|
{
|
|
cooldown.CooldownEnd = IoCManager.Resolve<IGameTiming>().CurTime;
|
|
}
|
|
}
|
|
|
|
public void Restart()
|
|
{
|
|
cancellationTokenSource?.Cancel();
|
|
ActiveDelay = false;
|
|
BeginDelay();
|
|
}
|
|
}
|
|
}
|