47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.EntitySystems.Click;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class BuckleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(InteractionSystem));
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UpdatesAfter.Add(typeof(InputSystem));
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EntityManager.EventBus.SubscribeEvent<MoveEvent>(EventSource.Local, this, MoveEvent);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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EntityManager.EventBus.UnsubscribeEvent<MoveEvent>(EventSource.Local, this);
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}
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private void MoveEvent(MoveEvent ev)
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{
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if (ev.Sender.TryGetComponent(out BuckleComponent buckle))
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{
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buckle.OnMoveEvent(ev);
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}
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}
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public override void Update(float frameTime)
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{
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foreach (var buckle in ComponentManager.EntityQuery<BuckleComponent>())
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{
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buckle.Update();
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}
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}
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}
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}
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