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OldThink/Content.Server/GameObjects/Components/Trigger/TimerTrigger/OnUseTimerTriggerComponent.cs

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#nullable enable
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Trigger;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Trigger.TimerTrigger
{
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[RegisterComponent]
public class OnUseTimerTriggerComponent : Component, IUse
{
public override string Name => "OnUseTimerTrigger";
private float _delay;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _delay, "delay", 0f);
}
public void Trigger(IEntity user)
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Primed);
EntitySystem.Get<TriggerSystem>().HandleTimerTrigger(TimeSpan.FromSeconds(_delay), user, Owner);
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
Trigger(eventArgs.User);
return true;
}
}
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}