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

48 lines
1.5 KiB
C#

using JetBrains.Annotations;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Client.GameObjects.EntitySystems
{
/// <summary>
/// Updates the layer animation for every visible sprite.
/// </summary>
[UsedImplicitly]
public class SpriteSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = 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;
}
var mapTree = renderTreeSystem.GetSpriteTreeForMap(currentMap);
var pvsEntities = mapTree.Query(pvsBounds, true);
foreach (var sprite in pvsEntities)
{
if (sprite.IsInert)
{
continue;
}
sprite.FrameUpdate(frameTime);
}
}
}
}