mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
70 lines
2.2 KiB
C#
70 lines
2.2 KiB
C#
using System.Collections.Generic;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Robust.Client.GameObjects
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{
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/// <summary>
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/// Updates the layer animation for every visible sprite.
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/// </summary>
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[UsedImplicitly]
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public class SpriteSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly RenderingTreeSystem _treeSystem = default!;
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private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpriteUpdateInertEvent>(QueueUpdateInert);
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}
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private void QueueUpdateInert(SpriteUpdateInertEvent ev)
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{
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_inertUpdateQueue.Enqueue(ev.Sprite);
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}
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/// <inheritdoc />
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public override void FrameUpdate(float frameTime)
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{
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while (_inertUpdateQueue.TryDequeue(out var sprite))
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{
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sprite.DoUpdateIsInert();
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}
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// So we could calculate the correct size of the entities based on the contents of their sprite...
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// Or we can just assume that no entity is larger than 10x10 and get a stupid easy check.
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var pvsBounds = _eyeManager.GetWorldViewport().Enlarged(5);
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var currentMap = _eyeManager.CurrentMap;
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if (currentMap == MapId.Nullspace)
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{
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return;
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}
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foreach (var comp in _treeSystem.GetRenderTrees(currentMap, pvsBounds))
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{
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var bounds = pvsBounds.Translated(-comp.Owner.Transform.WorldPosition);
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comp.SpriteTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
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{
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if (value.IsInert)
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{
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return true;
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}
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value.FrameUpdate(state);
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return true;
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}, bounds, true);
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}
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}
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}
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}
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