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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@@ -24,14 +24,12 @@ using Robust.Shared.Players;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class PointingSystem : EntitySystem
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internal sealed class PointingSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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#pragma warning restore 649
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private static readonly TimeSpan PointDelay = TimeSpan.FromSeconds(0.5f);
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@@ -156,8 +154,6 @@ namespace Content.Server.GameObjects.EntitySystems
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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EntityQuery = new TypeEntityQuery(typeof(PointingArrowComponent));
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.Point, new PointerInputCmdHandler(TryPoint))
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.Register<PointingSystem>();
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@@ -173,9 +169,9 @@ namespace Content.Server.GameObjects.EntitySystems
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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 component in ComponentManager.EntityQuery<PointingArrowComponent>())
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{
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entity.GetComponent<PointingArrowComponent>().Update(frameTime);
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component.Update(frameTime);
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}
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}
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}
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