在创建另一个任务时取消延迟的任务

时间:2012-04-14 02:31:47

标签: java bukkit

我目前有一个延迟的任务,每当我点击一个按钮就会运行。 单击该按钮可将布尔值切换为true,7秒后,延迟任务会再次将其设置为false

但是,如果一个人多次点击该按钮,布尔会打开和关闭,打开和关闭,依此类推,因为延迟的任务正在堆积。 如果多次点击按钮而不是让所有延迟任务相互堆积,是否有办法简单地延长延迟任务?

因此,假设一旦点击按钮,延迟任务将等待7秒,然后将布尔值从true切换到false。 我如何更改代码,以便在延迟任务未执行时再次按下按钮时,它会取消之前的操作并简单地执行下一个延迟任务(我将此用于服务器,因此只需取消上一个任务可能并不意味着这是实际的延迟任务,但还有其他任务)?

@EventHandler
public void damage (EntityDamageEvent event) {
    Entity victim = event.getEntity();
    if (event instanceof EntityDamageByEntityEvent) {
        EntityDamageByEntityEvent edbeEvent = (EntityDamageByEntityEvent) event;
        if(edbeEvent.getDamager() instanceof Player && victim instanceof Player) {
            EntityDamageByEntityEvent edbeEvent1 = (EntityDamageByEntityEvent) event;
            Entity attacker = edbeEvent1.getDamager();
            //Checks if both players are humans and not NPCS.
            final Player player = (Player) victim;
            final Player player2 = (Player) attacker;
            //Saving the players as the variable Player.
            Damagelist.add(player);

            Damagelist.add(player2);
            //Adds both players to the hashmap to be used by other classes.
            isDamaged = true;
            //Toggles the boolean to true.
            int delay = plugin.getConfig().getInt("StunDuration") * 20;
            //The above line gets the delay time from the config.yml file.
            plugin.getServer().getScheduler().scheduleSyncDelayedTask(plugin, new Runnable() {
                public void run() {         

                    Damagelist.remove(player);
                    Damagelist.remove(player2);
                    //After an x amount of time, removes players from hashmap.
                    isDamaged = false;
                    playeradd = true;
                    //Toggles the booleans around.
                }
            }, delay);
        }
    }
}

1 个答案:

答案 0 :(得分:1)

为了确保事件不会在相同的损坏事件后续运行,您可以使用isDamaged变量来验证代码是否应该运行。

由于您在验证事件后将isDamaged设置为true,因此您只需要在事件中尽可能高地检查此值,如果它是真的,那么只需返回整个方法将停止创建另一个计划任务。

如果您希望停止玩家的伤害,那么您也可以取消整个事件,然后返回传递给其他插件,以便在冷却期间不会有任何损坏。

// End event, add setCancelled(true), and exit method if the isDamaged modifier is set to true
if (isDamaged) {
    event.setCancelled(true);
    return;
}

以下是您修改的代码以显示示例用法。

@EventHandler
public void damage (EntityDamageEvent event) {
    // Get the victim of the damage event.
    Entity victim = event.getEntity();

    // End event, add setCancelled(true), and exit method if the isDamaged modifier is set to true
    if (isDamaged) {
        event.setCancelled(true);
        return;
    }

    if (event instanceof EntityDamageByEntityEvent) {
        // Get the attacker of the event.
        EntityDamageByEntityEvent edbeEvent = (EntityDamageByEntityEvent) event;
        Entity attacker = edbeEvent.getDamager();

        // Continue only if both players are humans and not NPCS.
        if(edbeEvent.getDamager() instanceof Player && victim instanceof Player) {

            // Saving the players as the variable Player.
            final Player player = (Player) victim;
            final Player player2 = (Player) attacker;

            // Add both players to the hashmap to be used by other classes.
            Damagelist.add(player);
            Damagelist.add(player2);

            // Toggle to true.
            isDamaged = true;

            // Get delay time from the config.yml file.
            int delay = plugin.getConfig().getInt("StunDuration") * 20;

            // Setup delayed task to end cooldown set under StunDuration.
            plugin.getServer().getScheduler().scheduleSyncDelayedTask(plugin, new Runnable() {
                // Define task to be run by scheduler.
                public void run() {         
                    // After amount of time set by StunDuration, remove players from hashmap.
                    Damagelist.remove(player);
                    Damagelist.remove(player2);

                    // Toggle back to false;
                    isDamaged = false;
                    playeradd = true;
                }
            }, delay);
        }
    }
}