Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/TriggerSystem.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

53 lines
1.5 KiB
C#

using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.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;
}
}
});
}
}
}