Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/TriggerSystem.cs
Injazz 10801af2f7 Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent

* remove garbagee

* assets

* tile mass deletion baby

* grenades

* tweaks

* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Ex_act based on damage, fixes and tweaks

* One finishing touch

Done the most cringe way

* ex_act explosions, tables are destructible now

also adds fuel tanks

* adds ex_act to mobs
2019-06-07 13:15:20 +02:00

53 lines
1.6 KiB
C#

using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.EntitySystems
{
/// <summary>
/// This interface gives components behavior when being "triggered" by timer or other conditions
/// </summary>
public interface ITimerTrigger
{
/// <summary>
/// Called when one object is triggering some event
/// </summary>
bool Trigger(TimerTriggerEventArgs eventArgs);
}
public class TimerTriggerEventArgs : EventArgs
{
public IEntity User { get; set; }
public IEntity Source { get; set; }
}
[UsedImplicitly]
public sealed class TriggerSystem : EntitySystem
{
public void HandleTimerTrigger(TimeSpan delay, IEntity user, IEntity trigger)
{
Timer.Spawn(delay, () =>
{
var timerTriggerEventArgs = new TimerTriggerEventArgs
{
User = user,
Source = trigger
};
var timerTriggers = trigger.GetAllComponents<ITimerTrigger>().ToList();
foreach (var timerTrigger in timerTriggers)
{
if (timerTrigger.Trigger(timerTriggerEventArgs))
{
// If an IOnTimerTrigger returns a status completion we finish our trigger
return;
}
}
});
}
}
}