Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/DoAfter/DoAfterEventArgs.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

75 lines
2.1 KiB
C#

#nullable enable
using System;
using System.Threading;
using Robust.Shared.Interfaces.GameObjects;
// ReSharper disable UnassignedReadonlyField
namespace Content.Server.GameObjects.EntitySystems.DoAfter
{
public sealed class DoAfterEventArgs
{
/// <summary>
/// The entity invoking do_after
/// </summary>
public IEntity User { get; }
/// <summary>
/// How long does the do_after require to complete
/// </summary>
public float Delay { get; }
/// <summary>
/// Applicable target (if relevant)
/// </summary>
public IEntity? Target { get; }
/// <summary>
/// Manually cancel the do_after so it no longer runs
/// </summary>
public CancellationToken CancelToken { get; }
// Break the chains
/// <summary>
/// Whether we need to keep our active hand as is (i.e. can't change hand or change item).
/// This also covers requiring the hand to be free (if applicable).
/// </summary>
public bool NeedHand { get; set; }
/// <summary>
/// If do_after stops when the user moves
/// </summary>
public bool BreakOnUserMove { get; set; }
/// <summary>
/// If do_after stops when the target moves (if there is a target)
/// </summary>
public bool BreakOnTargetMove { get; set; }
public bool BreakOnDamage { get; set; }
public bool BreakOnStun { get; set; }
/// <summary>
/// Additional conditions that need to be met. Return false to cancel.
/// </summary>
public Func<bool>? ExtraCheck { get; set; }
public DoAfterEventArgs(
IEntity user,
float delay,
CancellationToken cancelToken = default,
IEntity? target = null)
{
User = user;
Delay = delay;
CancelToken = cancelToken;
Target = target;
if (Target == null)
{
BreakOnTargetMove = false;
}
}
}
}