Files
tbd-station-14/Content.Server/GameObjects/Components/Timing/UseDelayComponent.cs
L.E.D 8f04ce894f Use Delay Component (#540)
* use delay timer

* remove accidental using

* and remove accidental newline because i don't proofread my code

* compatibility with HUD cooldown
suggested changes

* get out of here

* suggested changes

* change to seconds from milliseconds

* remove redundancy
2020-01-22 23:08:14 +01:00

80 lines
2.3 KiB
C#

using System;
using CancellationTokenSource = System.Threading.CancellationTokenSource;
using Content.Shared.GameObjects.Components.Items;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.IoC;
using Robust.Shared.Interfaces.Timing;
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;
private float _delay;
/// <summary>
/// The time, in seconds, between an object's use and when it can be used again
/// </summary>
public float Delay { get => _delay; set => _delay = value; }
public bool ActiveDelay{ get; private set; }
private CancellationTokenSource cancellationTokenSource;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _delay, "delay", 1);
}
public void BeginDelay()
{
if (ActiveDelay)
{
return;
}
ActiveDelay = true;
cancellationTokenSource = new CancellationTokenSource();
Timer.Spawn(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();
}
}
}