NodeGroup remake deferment (#1268)
* Remove Unnecessary AnchorUpdate() call * NodeGroupManager * NodeGroupManager issues NodeGroup remake attempts * Code cleanup * NodeGroupManager only stores dirty groups, handles them on next frame * Removes unused NodeGroupManager dependency * Prevents OnRemoveNode from iterating over every connector after the first time * Revert "Prevents OnRemoveNode from iterating over every connector after the first time" This reverts commit c72af4b18d55192af789514f74bef893cf076fbc. * Dependancy warning fix Co-authored-by: py01 <pyronetics01@gmail.com>
This commit is contained in:
19
Content.Server/GameObjects/EntitySystems/NodeGroupSystem.cs
Normal file
19
Content.Server/GameObjects/EntitySystems/NodeGroupSystem.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class NodeGroupSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly INodeGroupManager _groupManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
_groupManager.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user