2020-06-12 16:22:36 +02:00
|
|
|
|
using Content.Client.GameObjects.Components.Mobs;
|
|
|
|
|
|
using Robust.Shared.GameObjects.Systems;
|
|
|
|
|
|
using Robust.Shared.Interfaces.Timing;
|
|
|
|
|
|
using Robust.Shared.IoC;
|
|
|
|
|
|
|
|
|
|
|
|
namespace Content.Client.GameObjects.EntitySystems
|
|
|
|
|
|
{
|
|
|
|
|
|
public class StatusEffectsSystem : EntitySystem
|
|
|
|
|
|
{
|
2020-08-24 14:10:28 +02:00
|
|
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
2020-06-12 16:22:36 +02:00
|
|
|
|
|
|
|
|
|
|
public override void FrameUpdate(float frameTime)
|
|
|
|
|
|
{
|
|
|
|
|
|
base.FrameUpdate(frameTime);
|
|
|
|
|
|
|
|
|
|
|
|
if (!_gameTiming.IsFirstTimePredicted)
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
2020-08-16 05:38:35 +02:00
|
|
|
|
foreach (var clientStatusEffectsComponent in EntityManager.ComponentManager.EntityQuery<ClientStatusEffectsComponent>())
|
2020-06-12 16:22:36 +02:00
|
|
|
|
{
|
2020-08-16 05:38:35 +02:00
|
|
|
|
clientStatusEffectsComponent.FrameUpdate(frameTime);
|
2020-06-12 16:22:36 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|