69 lines
1.9 KiB
C#
69 lines
1.9 KiB
C#
using Content.Shared.Spawners.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Spawners.EntitySystems;
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public abstract class SharedTimedDespawnSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<TimedDespawnComponent, ComponentGetState>(OnDespawnGetState);
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SubscribeLocalEvent<TimedDespawnComponent, ComponentHandleState>(OnDespawnHandleState);
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}
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private void OnDespawnGetState(EntityUid uid, TimedDespawnComponent component, ref ComponentGetState args)
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{
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args.State = new TimedDespawnComponentState()
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{
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Lifetime = component.Lifetime,
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};
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}
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private void OnDespawnHandleState(EntityUid uid, TimedDespawnComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not TimedDespawnComponentState state)
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return;
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component.Lifetime = state.Lifetime;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<TimedDespawnComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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comp.Lifetime -= frameTime;
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if (!CanDelete(uid))
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continue;
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if (comp.Lifetime <= 0)
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{
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var ev = new TimedDespawnEvent();
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RaiseLocalEvent(uid, ref ev);
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QueueDel(uid);
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}
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}
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}
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protected abstract bool CanDelete(EntityUid uid);
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[Serializable, NetSerializable]
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private sealed class TimedDespawnComponentState : ComponentState
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{
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public float Lifetime;
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}
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}
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