* 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>
20 lines
537 B
C#
20 lines
537 B
C#
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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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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public class NodeGroupSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly INodeGroupManager _groupManager;
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#pragma warning restore 649
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_groupManager.Update(frameTime);
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}
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}
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}
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