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Class DoAfterSystem

Handles events that need to happen after a certain amount of time where the event could be cancelled by factors such as moving.

Inheritance
System.Object
SharedDoAfterSystem
DoAfterSystem
Implements
EntitySystem
Namespace: Content.Client.DoAfter
Assembly: Content.Client.dll
Syntax
public sealed class DoAfterSystem : SharedDoAfterSystem, EntitySystem

Methods

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Initialize()

Declaration
public override void Initialize()
Overrides
SharedDoAfterSystem.Initialize()
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Shutdown()

Declaration
public override void Shutdown()
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TryFindActiveDoAfter<T>(EntityUid, out DoAfter, out T, out Single)

Try to find an active do-after being executed by the local player.

Declaration
public bool TryFindActiveDoAfter<T>(EntityUid entity, out DoAfter doAfter, out T event, out float progress)
    where T : DoAfterEvent
Parameters
Type Name Description
EntityUid entity

The entity the do after must be targeting (Target)

DoAfter doAfter

The found do-after.

T event

The event to be raised on the found do-after when it completes.

System.Single progress

The progress of the found do-after, from 0 to 1.

Returns
Type Description
System.Boolean

True if a do-after was found.

Type Parameters
Name Description
T

The type of event that must be raised by the found do-after.

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Update(Single)

Declaration
public override void Update(float frameTime)
Parameters
Type Name Description
System.Single frameTime
Overrides
SharedDoAfterSystem.Update(Single)

Implements

EntitySystem
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