using JetBrains.Annotations;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
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)
{
// 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 pvsEntities = EntityManager.GetEntitiesIntersecting(_eyeManager.CurrentMap, pvsBounds, true);
foreach (var entity in pvsEntities)
{
if (!entity.TryGetComponent(out ISpriteComponent sprite))
continue;
if (sprite.IsInert)
continue;
sprite.FrameUpdate(frameTime);
}
}
}
}