Files
RobustToolbox/Robust.Client/Physics/PhysicsSystem.cs
2022-02-05 19:31:58 +01:00

48 lines
1.4 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Client.GameStates;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Robust.Client.Physics
{
[UsedImplicitly]
public sealed class PhysicsSystem : SharedPhysicsSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IClientGameStateManager _gameState = default!;
private TimeSpan _lastRem;
public override void Update(float frameTime)
{
_lastRem = _gameTiming.CurTime;
SimulateWorld(frameTime, _gameTiming.InPrediction);
}
public override void FrameUpdate(float frameTime)
{
if (!_gameState.IsPredictionEnabled)
return;
if (_lastRem > _gameTiming.TickRemainder)
{
_lastRem = TimeSpan.Zero;
}
var diff = _gameTiming.TickRemainder - _lastRem;
_lastRem = _gameTiming.TickRemainder;
SimulateWorld((float) diff.TotalSeconds, true);
}
protected override void HandleMapCreated(object? sender, MapEventArgs eventArgs)
{
if (eventArgs.Map == MapId.Nullspace) return;
var mapUid = MapManager.GetMapEntityId(eventArgs.Map);
EntityManager.AddComponent<PhysicsMapComponent>(mapUid);
}
}
}