Pausing content (#3061)

* Change EntityQuery to not retrieve paused by default

* GetAllComponents

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-02-04 00:20:48 +11:00
committed by GitHub
parent c40ac26ced
commit 684ec60be6
65 changed files with 69 additions and 71 deletions

View File

@@ -12,7 +12,7 @@ namespace Content.Shared.GameObjects.EntitySystems
{
base.Update(frameTime);
foreach (var mechanism in ComponentManager.EntityQuery<IMechanism>())
foreach (var mechanism in ComponentManager.EntityQuery<IMechanism>(true))
{
mechanism.Update(frameTime);
}

View File

@@ -9,12 +9,12 @@ namespace Content.Shared.GameObjects.EntitySystems
{
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<SharedDisposalUnitComponent>())
foreach (var comp in ComponentManager.EntityQuery<SharedDisposalUnitComponent>(true))
{
comp.Update(frameTime);
}
foreach (var comp in ComponentManager.EntityQuery<SharedDisposalMailingUnitComponent>())
foreach (var comp in ComponentManager.EntityQuery<SharedDisposalMailingUnitComponent>(true))
{
comp.Update(frameTime);
}

View File

@@ -10,7 +10,7 @@ namespace Content.Shared.GameObjects.EntitySystems
/// <inheritdoc />
public override void Update(float frameTime)
{
foreach (var slipperyComp in ComponentManager.EntityQuery<SharedSlipperyComponent>())
foreach (var slipperyComp in ComponentManager.EntityQuery<SharedSlipperyComponent>(true))
{
slipperyComp.Update();
}