Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/PowerApcSystem.cs
metalgearsloth 619386a04a 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>
2020-08-13 14:17:12 +02:00

37 lines
1.2 KiB
C#

using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects.Systems;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.IoC;
using Robust.Server.Interfaces.Timing;
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
{
[UsedImplicitly]
internal sealed class PowerApcSystem : EntitySystem
{
[Dependency] private readonly IPauseManager _pauseManager = default!;
public override void Update(float frameTime)
{
var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
foreach (var apc in ComponentManager.EntityQuery<ApcComponent>())
{
if (_pauseManager.IsEntityPaused(apc.Owner))
{
continue;
}
uniqueApcNets.Add(apc.Net);
apc.Update();
}
foreach (var apcNet in uniqueApcNets)
{
apcNet.Update(frameTime);
}
}
}
}