59 lines
1.8 KiB
C#
59 lines
1.8 KiB
C#
using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class DelayedListElement
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{
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public DelayedEffect Parent;
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public Entity Entity;
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public List<ISerializableEntity> Targets;
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public float StartTimer;
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}
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class DelayedEffect : StatusEffect
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{
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public static List<DelayedListElement> DelayList = new List<DelayedListElement>();
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private float delay;
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public DelayedEffect(XElement element)
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: base(element)
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{
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delay = element.GetAttributeFloat("delay", 1.0f);
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}
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public override void Apply(ActionType type, float deltaTime, Entity entity, List<ISerializableEntity> targets)
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{
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if (this.type != type || !HasRequiredItems(entity)) return;
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if (!base.Stackable && DelayList.Find(d => d.Parent == this && d.Entity == entity && d.Targets == targets) != null) return;
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DelayedListElement element = new DelayedListElement();
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element.Parent = this;
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element.StartTimer = delay;
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element.Entity = entity;
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element.Targets = targets;
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DelayList.Add(element);
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}
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public static void Update(float deltaTime)
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{
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for (int i = DelayList.Count - 1; i >= 0; i--)
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{
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DelayedListElement element = DelayList[i];
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if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
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{
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DelayList.Remove(element);
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continue;
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}
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element.StartTimer -= deltaTime;
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if (element.StartTimer > 0.0f) continue;
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element.Parent.Apply(1.0f, element.Entity, element.Targets);
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DelayList.Remove(element);
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}
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}
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}
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} |