Pausing content (#3061)
* Change EntityQuery to not retrieve paused by default * GetAllComponents Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -10,7 +10,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BaseCharger>())
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foreach (var comp in ComponentManager.EntityQuery<BaseCharger>(true))
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{
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comp.OnUpdate(frameTime);
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}
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@@ -10,7 +10,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BatteryComponent>())
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foreach (var comp in ComponentManager.EntityQuery<BatteryComponent>(true))
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{
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comp.OnUpdate(frameTime);
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}
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@@ -10,7 +10,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<SmesComponent>())
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foreach (var comp in ComponentManager.EntityQuery<SmesComponent>(true))
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{
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comp.OnUpdate();
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}
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@@ -22,7 +22,7 @@ namespace Content.Server.GameObjects.EntitySystems
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if (_updateTimer >= 1)
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{
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_updateTimer -= 1;
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foreach (var component in ComponentManager.EntityQuery<SolarControlConsoleComponent>())
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foreach (var component in ComponentManager.EntityQuery<SolarControlConsoleComponent>(true))
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{
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component.UpdateUIState();
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}
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@@ -87,7 +87,7 @@ namespace Content.Server.GameObjects.EntitySystems
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TotalPanelPower = 0;
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foreach (var panel in ComponentManager.EntityQuery<SolarPanelComponent>())
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foreach (var panel in ComponentManager.EntityQuery<SolarPanelComponent>(true))
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{
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// There's supposed to be rotational logic here, but that implies putting it somewhere.
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panel.Owner.Transform.WorldRotation = TargetPanelRotation;
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