public void Update()
 {
     renderSystem.Update();
     playerSystem.Update();
     ActionSystem.Update();
     gameobjectSystem.Update();
     itemSystem.Update();
     skillitemSystem.Update();
 }
    void Update()
    {
        //遍历所有Entity并执行所有相关System
        foreach (Entity item in entitys)
        {
            if (item.destroyed)
            {
                continue;
            }

            gameObjectSystem.Update(item.gameObject, item.position, item.size, item.color);
        }
        //多对多关系
        foreach (MoveAbleEntity player in playerEntitys)
        {
            if (player.destroyed)
            {
                continue;
            }

            inputSystem.Update(player.speed, player.position);
            foreach (Entity item in entitys)
            {
                if (item == player || item.destroyed)
                {
                    continue;
                }

                if (item.team.id == 0) //是食物,执行吃逻辑
                {
                    eatSystem.Update(player.position, player.size, item.position, item.size, item);
                }
                else if (item.team.id == 1) //是玩家控制角色,执行圆推挤逻辑
                {
                    circlePushSystem.Update(player.position, player.size, item.position, item.size);
                }
            }
        }
        //单独遍历某些Component
        foreach (SpeedComponent speed in speeds)
        {
            if (speed.destroyed)
            {
                continue;
            }

            Entity enity = speed.entity;
            moveSystem.Update(speed, enity.position, enity.size);
        }
        //和Entity无关的Component
        foreach (EatingComponent item in eatings)
        {
            if (item.destroyed)
            {
                continue;
            }

            eatingSystem.Update(item);
        }

        ApplyDelayCommands();
    }