* Fix UseDelay issues - Fix it not predicting properly by deep-copying the classes (realistically they should be structs). - Fix the `z` path not applying UseDelay similarly to the `e` path. * click
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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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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/// Can support additional, separate cooldown timers on the object by passing a unique ID with the system methods.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(UseDelaySystem))]
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public sealed partial class UseDelayComponent : Component
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{
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[DataField]
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public Dictionary<string, UseDelayInfo> Delays = [];
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/// <summary>
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/// Default delay time.
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/// </summary>
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/// <remarks>
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/// This is only used at MapInit and should not be expected
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/// to reflect the length of the default delay after that.
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/// Use <see cref="UseDelaySystem.TryGetDelayInfo"/> instead.
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/// </remarks>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(1);
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}
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[Serializable, NetSerializable]
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public sealed class UseDelayComponentState : IComponentState
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{
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public Dictionary<string, UseDelayInfo> Delays = new();
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}
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[Serializable, NetSerializable]
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[DataDefinition]
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public sealed partial class UseDelayInfo
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{
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[DataField]
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public TimeSpan Length { get; set; }
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[DataField]
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public TimeSpan StartTime { get; set; }
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[DataField]
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public TimeSpan EndTime { get; set; }
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public UseDelayInfo(TimeSpan length, TimeSpan startTime = default, TimeSpan endTime = default)
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{
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Length = length;
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StartTime = startTime;
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EndTime = endTime;
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}
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}
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