using Robust.Client.GameObjects.Components.Animations; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; namespace Robust.Client.GameObjects.EntitySystems { internal sealed class AnimationPlayerSystem : EntitySystem { public override void Initialize() { base.Initialize(); EntityQuery = new TypeEntityQuery(typeof(AnimationPlayerComponent)); } public override void FrameUpdate(float frameTime) { foreach (var entity in RelevantEntities) { var player = entity.GetComponent(); player.Update(frameTime); } } } }