Files
tbd-station-14/Content.Server/GameObjects/Components/Body/Behavior/HeartBehaviorComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

34 lines
1.1 KiB
C#

using Content.Shared.GameObjects.Components.Body.Behavior;
using Content.Shared.GameObjects.Components.Body.Networks;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Body.Behavior
{
[RegisterComponent]
[ComponentReference(typeof(SharedHeartBehaviorComponent))]
public class HeartBehaviorComponent : SharedHeartBehaviorComponent
{
private float _accumulatedFrameTime;
public override void Update(float frameTime)
{
// TODO BODY do between pre and metabolism
if (Mechanism?.Body == null ||
!Mechanism.Body.Owner.HasComponent<SharedBloodstreamComponent>())
{
return;
}
// Update at most once per second
_accumulatedFrameTime += frameTime;
// TODO: Move/accept/process bloodstream reagents only when the heart is pumping
if (_accumulatedFrameTime >= 1)
{
// bloodstream.Update(_accumulatedFrameTime);
_accumulatedFrameTime -= 1;
}
}
}
}