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Class SharedDoAfterSystem

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

Fields

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GameTiming

Declaration
protected readonly IGameTiming GameTiming
Field Value
Type Description
Robust.Shared.Timing.IGameTiming

Methods

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Cancel(EntityUid, UInt16, DoAfterComponent)

Cancels an active DoAfter.

Declaration
public void Cancel(EntityUid entity, ushort id, DoAfterComponent comp = null)
Parameters
Type Name Description
EntityUid entity
System.UInt16 id
DoAfterComponent comp
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Cancel(Nullable<DoAfterId>, DoAfterComponent)

Cancels an active DoAfter.

Declaration
public void Cancel(DoAfterId? id, DoAfterComponent comp = null)
Parameters
Type Name Description
System.Nullable<Content.Shared.DoAfter.DoAfterId> id
DoAfterComponent comp
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GetStatus(EntityUid, UInt16, DoAfterComponent)

Returns the current status of a DoAfter

Declaration
public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent comp = null)
Parameters
Type Name Description
EntityUid entity
System.UInt16 id
DoAfterComponent comp
Returns
Type Description
DoAfterStatus
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GetStatus(Nullable<DoAfterId>, DoAfterComponent)

Returns the current status of a DoAfter

Declaration
public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent comp = null)
Parameters
Type Name Description
System.Nullable<Content.Shared.DoAfter.DoAfterId> id
DoAfterComponent comp
Returns
Type Description
DoAfterStatus
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Initialize()

Declaration
public override void Initialize()
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TryStartDoAfter(DoAfterArgs, DoAfterComponent)

Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have occured, as starting a duplicate DoAfter may cancel currently running DoAfters.

Declaration
public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent component = null)
Parameters
Type Name Description
DoAfterArgs args

The DoAfter arguments

DoAfterComponent component

The user's DoAfter component

Returns
Type Description
System.Boolean
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TryStartDoAfter(DoAfterArgs, out Nullable<DoAfterId>, DoAfterComponent)

Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have occured, as starting a duplicate DoAfter may cancel currently running DoAfters.

Declaration
public bool TryStartDoAfter(DoAfterArgs args, out DoAfterId? id, DoAfterComponent comp = null)
Parameters
Type Name Description
DoAfterArgs args

The DoAfter arguments

System.Nullable<Content.Shared.DoAfter.DoAfterId> id

The Id of the newly started DoAfter

DoAfterComponent comp

The user's DoAfter component

Returns
Type Description
System.Boolean
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Update(EntityUid, ActiveDoAfterComponent, DoAfterComponent, TimeSpan, EntityQuery<TransformComponent>, EntityQuery<HandsComponent>)

Declaration
protected void Update(EntityUid uid, ActiveDoAfterComponent active, DoAfterComponent comp, TimeSpan time, EntityQuery<TransformComponent> xformQuery, EntityQuery<HandsComponent> handsQuery)
Parameters
Type Name Description
EntityUid uid
ActiveDoAfterComponent active
DoAfterComponent comp
TimeSpan time
EntityQuery<TransformComponent> xformQuery
EntityQuery<HandsComponent> handsQuery
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Update(Single)

Declaration
public override void Update(float frameTime)
Parameters
Type Name Description
System.Single frameTime
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WaitDoAfter(DoAfterArgs, DoAfterComponent)

Tasks that are delayed until the specified time has passed These can be potentially cancelled by the user moving or when other things happen.

Declaration
public Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent component = null)
Parameters
Type Name Description
DoAfterArgs doAfter
DoAfterComponent component
Returns
Type Description
Task<DoAfterStatus>

Implements

EntitySystem
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