29 lines
774 B
C#
29 lines
774 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Timing;
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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, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class UseDelayComponent : Component
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{
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[AutoNetworkedField]
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public TimeSpan LastUseTime;
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[AutoNetworkedField]
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public TimeSpan? DelayEndTime;
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[DataField, AutoNetworkedField]
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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]
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public TimeSpan? RemainingDelay;
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public bool ActiveDelay => DelayEndTime != null;
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}
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