48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
using System.Threading;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.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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[NetworkedComponent]
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public sealed class UseDelayComponent : Component
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{
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public TimeSpan LastUseTime;
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public TimeSpan? DelayEndTime;
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[DataField("delay")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Delay = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Stores remaining delay pausing (and eventually, serialization).
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/// </summary>
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[DataField("remainingDelay")]
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public TimeSpan? RemainingDelay;
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public CancellationTokenSource? CancellationTokenSource;
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public bool ActiveDelay => CancellationTokenSource is { Token: { IsCancellationRequested: false } };
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}
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[Serializable, NetSerializable]
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public sealed class UseDelayComponentState : ComponentState
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{
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public readonly TimeSpan LastUseTime;
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public readonly TimeSpan Delay;
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public readonly TimeSpan? DelayEndTime;
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public UseDelayComponentState(TimeSpan lastUseTime, TimeSpan delay, TimeSpan? delayEndTime)
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{
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LastUseTime = lastUseTime;
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Delay = delay;
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DelayEndTime = delayEndTime;
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}
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}
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}
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