using System.Collections.Generic; using Content.Server.NodeContainer.NodeGroups; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.NodeContainer.EntitySystems { [UsedImplicitly] public class NodeGroupSystem : EntitySystem { private readonly HashSet _dirtyNodeGroups = new(); public void AddDirtyNodeGroup(INodeGroup nodeGroup) { _dirtyNodeGroups.Add(nodeGroup); } public override void Update(float frameTime) { base.Update(frameTime); foreach (var group in _dirtyNodeGroups) { group.RemakeGroup(); } _dirtyNodeGroups.Clear(); } } }