Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/WindowSystem.cs
Pieter-Jan Briers d906bcda03 Eris low walls & windows.
Still needs work blocked by better entity parenting, but oh well.
2019-07-26 13:53:18 +02:00

52 lines
1.6 KiB
C#

using System.Collections.Generic;
using Content.Client.GameObjects.Components;
using Content.Client.GameObjects.Components.IconSmoothing;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class WindowSystem : EntitySystem
{
private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
public override void Initialize()
{
base.Initialize();
SubscribeEvent<WindowSmoothDirtyEvent>(HandleDirtyEvent);
}
private void HandleDirtyEvent(object sender, WindowSmoothDirtyEvent ev)
{
if (sender is IEntity senderEnt && senderEnt.HasComponent<WindowComponent>())
{
_dirtyEntities.Enqueue(senderEnt);
}
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
// Performance: This could be spread over multiple updates, or made parallel.
while (_dirtyEntities.Count > 0)
{
_dirtyEntities.Dequeue().GetComponent<WindowComponent>().UpdateSprite();
}
}
}
/// <summary>
/// Event raised by a <see cref="WindowComponent"/> when it needs to be recalculated.
/// </summary>
public sealed class WindowSmoothDirtyEvent : EntitySystemMessage
{
}
}