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