public DoAfter(DoAfterEventArgs eventArgs, IEntityManager entityManager)
        {
            EventArgs = eventArgs;
            StartTime = IoCManager.Resolve <IGameTiming>().CurTime;

            if (eventArgs.BreakOnUserMove)
            {
                UserGrid = entityManager.GetComponent <TransformComponent>(eventArgs.User).Coordinates;
            }

            if (eventArgs.Target != null && eventArgs.BreakOnTargetMove)
            {
                // Target should never be null if the bool is set.
                TargetGrid = entityManager.GetComponent <TransformComponent>(eventArgs.Target !.Value).Coordinates;
            }

            // For this we need to stay on the same hand slot and need the same item in that hand slot
            // (or if there is no item there we need to keep it free).
            if (eventArgs.NeedHand && entityManager.TryGetComponent(eventArgs.User, out HandsComponent? handsComponent))
            {
                _activeHand = handsComponent.ActiveHand?.Name;
                _activeItem = handsComponent.ActiveHandEntity;
            }

            Tcs    = new TaskCompletionSource <DoAfterStatus>();
            AsTask = Tcs.Task;
        }
        public async Task <DoAfterStatus> DoAfter(DoAfterEventArgs eventArgs)
        {
            // Setup
            var doAfter = new DoAfter(eventArgs);
            // Caller's gonna be responsible for this I guess
            var doAfterComponent = eventArgs.User.GetComponent <DoAfterComponent>();

            doAfterComponent.Add(doAfter);

            await doAfter.AsTask;

            return(doAfter.Status);
        }