Server EntitySystem cleanup (#1617)
* Server EntitySystem cleanup I went after low-hanging fruit systems. * Add / change to internal access modifiers to systems * Use EntityQuery to get components instead * Add sealed modifier to systems * Remove unused imports * Add jetbrains annotation for unused classes * Removed some pragmas for dependencies This should also fix a decent chunk of the server build warnings, at least the ones that matter. * Also disposals * Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs * Fix build Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -1,31 +1,26 @@
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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internal class BatteryStorageSystem : EntitySystem
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[UsedImplicitly]
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internal sealed class BatteryStorageSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IPauseManager _pauseManager;
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#pragma warning restore 649
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(BatteryStorageComponent));
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}
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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foreach (var comp in ComponentManager.EntityQuery<BatteryStorageComponent>())
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{
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if (_pauseManager.IsEntityPaused(entity))
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if (_pauseManager.IsEntityPaused(comp.Owner))
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{
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continue;
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}
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entity.GetComponent<BatteryStorageComponent>().Update(frameTime);
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comp.Update(frameTime);
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}
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}
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}
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