using JetBrains.Annotations; using Robust.Client.Interfaces.Graphics.ClientEye; using Robust.Shared.GameObjects.Systems; using Robust.Shared.IoC; using Robust.Shared.Map; namespace Robust.Client.GameObjects.EntitySystems { /// /// 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); var pvsEntities = mapTree.Query(pvsBounds, true); foreach (var sprite in pvsEntities) { if (sprite.IsInert) { continue; } sprite.FrameUpdate(frameTime); } } } }