Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/SpriteSystem.cs
T

63 lines
2.0 KiB
C#

using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
/// <summary>
/// Updates the layer animation for every visible sprite.
/// </summary>
[UsedImplicitly]
public class SpriteSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
var renderTreeSystem = EntitySystemManager.GetEntitySystem<RenderingTreeSystem>();
// 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;
}
foreach (var gridId in _mapManager.FindGridIdsIntersecting(currentMap, pvsBounds, true))
{
Box2 gridBounds;
if (gridId == GridId.Invalid)
{
gridBounds = pvsBounds;
}
else
{
gridBounds = pvsBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
}
var mapTree = renderTreeSystem.GetSpriteTreeForMap(currentMap, gridId);
mapTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
{
if (value.IsInert)
{
return true;
}
value.FrameUpdate(state);
return true;
}, gridBounds, approx: true);
}
}
}
}