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();
}
}
}
}