* Change EntityQuery to not retrieve paused by default * GetAllComponents Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using Content.Client.GameObjects.Components.Instruments;
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using Content.Shared;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class InstrumentSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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public override void Initialize()
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{
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base.Initialize();
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_cfg.OnValueChanged(CCVars.MaxMidiEventsPerBatch, OnMaxMidiEventsPerBatchChanged, true);
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_cfg.OnValueChanged(CCVars.MaxMidiEventsPerSecond, OnMaxMidiEventsPerSecondChanged, true);
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}
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public int MaxMidiEventsPerBatch { get; private set; }
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public int MaxMidiEventsPerSecond { get; private set; }
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private void OnMaxMidiEventsPerSecondChanged(int obj)
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{
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MaxMidiEventsPerSecond = obj;
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}
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private void OnMaxMidiEventsPerBatchChanged(int obj)
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{
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MaxMidiEventsPerBatch = obj;
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}
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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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if (!_gameTiming.IsFirstTimePredicted)
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{
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return;
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}
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foreach (var instrumentComponent in EntityManager.ComponentManager.EntityQuery<InstrumentComponent>(true))
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{
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instrumentComponent.Update(frameTime);
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}
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}
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}
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}
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