using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Client.GameObjects
{
///
/// Updates the layer animation for every visible sprite.
///
[UsedImplicitly]
public class SpriteSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
///
public override void FrameUpdate(float frameTime)
{
var renderTreeSystem = EntitySystemManager.GetEntitySystem();
// So we could calculate the correct size of the entities based on the contents of their sprite...
// Or we can just assume that no entity is larger than 10x10 and get a stupid easy check.
var pvsBounds = _eyeManager.GetWorldViewport().Enlarged(5);
var currentMap = _eyeManager.CurrentMap;
if (currentMap == MapId.Nullspace)
{
return;
}
var mapTree = renderTreeSystem.GetSpriteTreeForMap(currentMap);
mapTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
{
if (value.IsInert)
{
return true;
}
value.FrameUpdate(state);
return true;
}, pvsBounds, approx: true);
}
}
}