* Change EntityQuery to not retrieve paused by default * GetAllComponents Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Atmos;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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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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[UsedImplicitly]
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public class AtmosExposedSystem
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: EntitySystem
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{
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private const float UpdateDelay = 1f;
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private float _lastUpdate;
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public override void Update(float frameTime)
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{
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_lastUpdate += frameTime;
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if (_lastUpdate < UpdateDelay) return;
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// creadth: everything exposable by atmos should be updated as well
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foreach (var atmosExposedComponent in EntityManager.ComponentManager.EntityQuery<AtmosExposedComponent>(true))
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{
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var tile = atmosExposedComponent.Owner.Transform.Coordinates.GetTileAtmosphere(EntityManager);
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if (tile == null) continue;
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atmosExposedComponent.Update(tile, _lastUpdate);
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}
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_lastUpdate = 0;
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}
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}
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}
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