public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <BlockGameArcadeComponent>()) { comp.DoGameTick(frameTime); } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <ConveyorComponent>(true)) { comp.Update(frameTime); } }
/// <inheritdoc /> public override void Update(float frameTime) { foreach (var component in ComponentManager.EntityQuery <ServerStorageComponent>()) { CheckSubscribedEntities(component); } }
public override void Update(float frameTime) { foreach (var apc in ComponentManager.EntityQuery <ApcComponent>(false)) { apc.Update(); } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <SharedDisposalUnitComponent>()) { comp.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var light in ComponentManager.EntityQuery <ExpendableLightComponent>(true)) { light.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <BatteryComponent>(false)) { comp.OnUpdate(frameTime); } }
public override void Update(float frameTime) { base.Update(frameTime); curTimeSingulo += frameTime; curTimePull += frameTime; var shouldUpdate = curTimeSingulo >= 1f; var shouldPull = curTimePull >= 0.2f; if (!shouldUpdate && !shouldPull) { return; } var singulos = ComponentManager.EntityQuery <SingularityComponent>(); if (curTimeSingulo >= 1f) { curTimeSingulo -= 1f; foreach (var singulo in singulos) { singulo.Update(); } } if (curTimePull >= 0.5f) { curTimePull -= 0.5f; foreach (var singulo in singulos) { singulo.PullUpdate(); } } }
private void PostSync(NetworkBatteryPostSync ev) { foreach (var(bat, netBat) in ComponentManager.EntityQuery <BatteryComponent, PowerNetworkBatteryComponent>()) { bat.CurrentCharge = netBat.NetworkBattery.CurrentStorage; } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <BaseCharger>()) { comp.OnUpdate(frameTime); } }
/// <inheritdoc /> public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <ServerDoorComponent>()) { comp.OnUpdate(frameTime); } }
/// <inheritdoc /> public override void Update(float frameTime) { foreach (var slipperyComp in ComponentManager.EntityQuery <SlipperyComponent>().ToArray()) { Update(slipperyComp); } }
private void OnRuleAdded(GameRuleAddedEvent args) { foreach (var spawner in ComponentManager.EntityQuery <ConditionalSpawnerComponent>()) { spawner.RuleAdded(args); } }
public override void Update(float frameTime) { foreach (var buckle in ComponentManager.EntityQuery <BuckleComponent>()) { buckle.Update(); } }
public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); var speed = EntitySystem.Get <PaddleSystem>().PaddleSpeed; foreach (var(paddle, physics) in ComponentManager.EntityQuery <PaddleComponent, PhysicsComponent>()) { var direction = Vector2.Zero; // Check if up is pressed. if ((paddle.Pressed & Button.Up) != 0) { direction += Vector2.UnitY; } // Check if down is pressed. if ((paddle.Pressed & Button.Down) != 0) { direction -= Vector2.UnitY; } physics.LinearVelocity = direction * speed; } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <MedicalScannerComponent>()) { comp.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var analyzer in ComponentManager.EntityQuery <GasAnalyzerComponent>(true)) { analyzer.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var component in ComponentManager.EntityQuery <RoguePointingArrowComponent>(true)) { component.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var vaporComp in ComponentManager.EntityQuery <VaporComponent>()) { vaporComp.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <SmesComponent>(true)) { comp.OnUpdate(); } }
public override void Update(float frameTime) { foreach (var(buckle, physics) in ComponentManager.EntityQuery <BuckleComponent, PhysicsComponent>()) { buckle.Update(physics); } }
public override void Update(float frameTime) { foreach (var component in ComponentManager.EntityQuery <GasCanisterComponent>()) { component.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var inception in ComponentManager.EntityQuery <SolutionAreaEffectInceptionComponent>()) { inception.InceptionUpdate(frameTime); } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <CloningPodComponent>()) { comp.Update(frameTime); } }
public override void Update(float frameTime) { TowardsSun += SunAngularVelocity * frameTime; TowardsSun = TowardsSun.Reduced(); TargetPanelRotation += TargetPanelVelocity * frameTime; TargetPanelRotation = TargetPanelRotation.Reduced(); TotalPanelPower = 0; foreach (var panel in ComponentManager.EntityQuery <SolarPanelComponent>(true)) { // There's supposed to be rotational logic here, but that implies putting it somewhere. panel.Owner.Transform.WorldRotation = TargetPanelRotation; if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime) { // Setup the next coverage check. TimeSpan future = SolarCoverageUpdateInterval + (SolarCoverageUpdateRandomInterval * _robustRandom.NextDouble()); panel.TimeOfNextCoverageUpdate = _gameTiming.CurTime + future; UpdatePanelCoverage(panel); } TotalPanelPower += panel.Coverage * panel.MaxSupply; } }
/// <inheritdoc /> public override void Update(float frameTime) { foreach (var slipperyComp in ComponentManager.EntityQuery <SharedSlipperyComponent>(true)) { slipperyComp.Update(); } }
public override void Update(float frameTime) { foreach (var component in ComponentManager.EntityQuery <RecyclerComponent>(true)) { component.Update(frameTime); } }
public override void Update(float frameTime) { foreach (var comp in ComponentManager.EntityQuery <EmergencyLightComponent>()) { comp.OnUpdate(frameTime); } }
public override void Update(float frameTime) { base.Update(frameTime); var lookupSystem = IoCManager.Resolve <IEntityLookup>(); foreach (var comp in ComponentManager.EntityQuery <RadiationPulseComponent>(true)) { comp.Update(frameTime); var ent = comp.Owner; if (ent.Deleted) { continue; } foreach (var entity in lookupSystem.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true)) { if (entity.Deleted) { continue; } foreach (var radiation in entity.GetAllComponents <IRadiationAct>()) { radiation.RadiationAct(frameTime, comp); } } } }
public override void Update(float frameTime) { base.Update(frameTime); _gravityAccumulator += frameTime; _accumulator += frameTime; while (_accumulator > _updateInterval) { _accumulator -= _updateInterval; foreach (var singularity in ComponentManager.EntityQuery <ServerSingularityComponent>()) { singularity.Energy -= singularity.EnergyDrain; } } while (_gravityAccumulator > GravityCooldown) { _gravityAccumulator -= GravityCooldown; foreach (var singularity in ComponentManager.EntityQuery <ServerSingularityComponent>()) { Update(singularity, GravityCooldown); } } }