Files
RobustToolbox/Robust.Shared/GameObjects/Components/Timers/TimerExtensions.cs
T

114 lines
5.2 KiB
C#

using System;
using System.Threading;
using System.Threading.Tasks;
using Robust.Shared.IoC;
using Timer = Robust.Shared.Timing.Timer;
namespace Robust.Shared.GameObjects
{
public static class TimerExtensions
{
private static TimerComponent EnsureTimerComponent(this EntityUid entity)
{
var entMan = IoCManager.Resolve<IEntityManager>();
return entMan.EnsureComponent<TimerComponent>(entity);
}
public static void AddTimer(this EntityUid entity, Timer timer, CancellationToken cancellationToken = default)
{
entity
.EnsureTimerComponent()
.AddTimer(timer, cancellationToken);
}
/// <summary>
/// Creates a task that will complete after a given delay.
/// The task is resumed on the main game logic thread.
/// </summary>
/// <param name="entity">The entity to add the timer to.</param>
/// <param name="milliseconds">The length of time, in milliseconds, to delay for.</param>
/// <param name="cancellationToken"></param>
/// <returns>The task that can be awaited.</returns>
public static Task DelayTask(this EntityUid entity, int milliseconds, CancellationToken cancellationToken = default)
{
return entity
.EnsureTimerComponent()
.Delay(milliseconds, cancellationToken);
}
/// <summary>
/// Creates a task that will complete after a given delay.
/// The task is resumed on the main game logic thread.
/// </summary>
/// <param name="entity">The entity to add the timer to.</param>
/// <param name="duration">The length of time to delay for.</param>
/// <param name="cancellationToken"></param>
/// <returns>The task that can be awaited.</returns>
public static Task DelayTask(this EntityUid entity, TimeSpan duration, CancellationToken cancellationToken = default)
{
return entity
.EnsureTimerComponent()
.Delay((int) duration.TotalMilliseconds, cancellationToken);
}
/// <summary>
/// Schedule an action to be fired after a certain delay.
/// The action will be resumed on the main game logic thread.
/// </summary>
/// <param name="entity">The entity to add the timer to.</param>
/// <param name="milliseconds">The length of time, in milliseconds, to wait before firing the action.</param>
/// <param name="onFired">The action to fire.</param>
/// <param name="cancellationToken"></param>
public static void SpawnTimer(this EntityUid entity, int milliseconds, Action onFired, CancellationToken cancellationToken = default)
{
entity
.EnsureTimerComponent()
.Spawn(milliseconds, onFired, cancellationToken);
}
/// <summary>
/// Schedule an action to be fired after a certain delay.
/// The action will be resumed on the main game logic thread.
/// </summary>
/// <param name="entity">The entity to add the timer to.</param>
/// <param name="duration">The length of time, to wait before firing the action.</param>
/// <param name="onFired">The action to fire.</param>
/// <param name="cancellationToken"></param>
public static void SpawnTimer(this EntityUid entity, TimeSpan duration, Action onFired, CancellationToken cancellationToken = default)
{
entity
.EnsureTimerComponent()
.Spawn((int) duration.TotalMilliseconds, onFired, cancellationToken);
}
/// <summary>
/// Schedule an action that repeatedly fires after a delay specified in milliseconds.
/// </summary>
/// <param name="entity">The entity to add the timer to.</param>
/// <param name="milliseconds">The length of time, in milliseconds, to delay before firing the repeated action.</param>
/// <param name="onFired">The action to fire.</param>
/// <param name="cancellationToken">The CancellationToken for stopping the Timer.</param>
public static void SpawnRepeatingTimer(this EntityUid entity, int milliseconds, Action onFired, CancellationToken cancellationToken)
{
var entMan = IoCManager.Resolve<IEntityManager>();
entity
.EnsureTimerComponent()
.SpawnRepeating(milliseconds, onFired, cancellationToken);
}
/// <summary>
/// Schedule an action that repeatedly fires after a delay.
/// </summary>
/// <param name="entity">The entity to add the timer to.</param>
/// <param name="duration">The length of time to delay before firing the repeated action.</param>
/// <param name="onFired">The action to fire.</param>
/// <param name="cancellationToken">The CancellationToken for stopping the Timer.</param>
public static void SpawnRepeatingTimer(this EntityUid entity, TimeSpan duration, Action onFired, CancellationToken cancellationToken)
{
entity
.EnsureTimerComponent()
.SpawnRepeating(duration, onFired, cancellationToken);
}
}
}