using Content.Server.GameObjects.Components.Metabolism; using JetBrains.Annotations; using Robust.Shared.GameObjects.Systems; namespace Content.Server.GameObjects.EntitySystems { /// /// Triggers metabolism updates for /// [UsedImplicitly] internal sealed class BloodstreamSystem : EntitySystem { private float _accumulatedFrameTime; public override void Update(float frameTime) { //Trigger metabolism updates at most once per second _accumulatedFrameTime += frameTime; if (_accumulatedFrameTime > 1.0f) { foreach (var component in ComponentManager.EntityQuery()) { component.OnUpdate(_accumulatedFrameTime); } _accumulatedFrameTime -= 1.0f; } } } }