using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; namespace Robust.Client.GameObjects.EntitySystems { /// /// Updates the position of every Eye every frame, so that the camera follows the player around. /// [UsedImplicitly] internal class EyeUpdateSystem : EntitySystem { /// public override void Initialize() { base.Initialize(); EntityQuery = new TypeEntityQuery(typeof(EyeComponent)); } /// public override void FrameUpdate(float frameTime) { foreach (var entity in RelevantEntities) { var eyeComp = entity.GetComponent(); eyeComp.UpdateEyePosition(); } } } }