81 lines
2.3 KiB
C#
81 lines
2.3 KiB
C#
using System;
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using System.Threading;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Timing
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{
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/// <summary>
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/// Timer that creates a cooldown each time an object is activated/used
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/// </summary>
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[RegisterComponent]
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public class UseDelayComponent : Component
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{
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public override string Name => "UseDelay";
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private TimeSpan _lastUseTime;
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private float _delay;
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/// <summary>
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/// The time, in seconds, between an object's use and when it can be used again
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/// </summary>
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public float Delay { get => _delay; set => _delay = value; }
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public bool ActiveDelay{ get; private set; }
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private CancellationTokenSource cancellationTokenSource;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _delay, "delay", 1);
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}
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public void BeginDelay()
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{
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if (ActiveDelay)
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{
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return;
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}
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ActiveDelay = true;
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cancellationTokenSource = new CancellationTokenSource();
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Owner.SpawnTimer(TimeSpan.FromSeconds(Delay), () => ActiveDelay = false, cancellationTokenSource.Token);
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_lastUseTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastUseTime;
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cooldown.CooldownEnd = _lastUseTime + TimeSpan.FromSeconds(Delay);
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}
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}
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public void Cancel()
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{
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cancellationTokenSource.Cancel();
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ActiveDelay = false;
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownEnd = IoCManager.Resolve<IGameTiming>().CurTime;
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}
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}
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public void Restart()
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{
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cancellationTokenSource.Cancel();
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ActiveDelay = false;
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BeginDelay();
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}
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}
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}
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