public override void Update(float frameTime)
 {
     foreach (var comp in ComponentManager.EntityQuery <BlockGameArcadeComponent>())
     {
         comp.DoGameTick(frameTime);
     }
 }
Esempio n. 2
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 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);
     }
 }
Esempio n. 4
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 public override void Update(float frameTime)
 {
     foreach (var apc in ComponentManager.EntityQuery <ApcComponent>(false))
     {
         apc.Update();
     }
 }
Esempio n. 5
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 public override void Update(float frameTime)
 {
     foreach (var comp in ComponentManager.EntityQuery <SharedDisposalUnitComponent>())
     {
         comp.Update(frameTime);
     }
 }
Esempio n. 6
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 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);
     }
 }
Esempio n. 8
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        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();
                }
            }
        }
Esempio n. 9
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 private void PostSync(NetworkBatteryPostSync ev)
 {
     foreach (var(bat, netBat) in ComponentManager.EntityQuery <BatteryComponent, PowerNetworkBatteryComponent>())
     {
         bat.CurrentCharge = netBat.NetworkBattery.CurrentStorage;
     }
 }
Esempio n. 10
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 public override void Update(float frameTime)
 {
     foreach (var comp in ComponentManager.EntityQuery <BaseCharger>())
     {
         comp.OnUpdate(frameTime);
     }
 }
Esempio n. 11
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 /// <inheritdoc />
 public override void Update(float frameTime)
 {
     foreach (var comp in ComponentManager.EntityQuery <ServerDoorComponent>())
     {
         comp.OnUpdate(frameTime);
     }
 }
Esempio n. 12
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 /// <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);
     }
 }
Esempio n. 14
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 public override void Update(float frameTime)
 {
     foreach (var buckle in ComponentManager.EntityQuery <BuckleComponent>())
     {
         buckle.Update();
     }
 }
Esempio n. 15
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        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);
     }
 }
Esempio n. 18
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 public override void Update(float frameTime)
 {
     foreach (var component in ComponentManager.EntityQuery <RoguePointingArrowComponent>(true))
     {
         component.Update(frameTime);
     }
 }
Esempio n. 19
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 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();
     }
 }
Esempio n. 21
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 public override void Update(float frameTime)
 {
     foreach (var(buckle, physics) in ComponentManager.EntityQuery <BuckleComponent, PhysicsComponent>())
     {
         buckle.Update(physics);
     }
 }
Esempio n. 22
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 public override void Update(float frameTime)
 {
     foreach (var component in ComponentManager.EntityQuery <GasCanisterComponent>())
     {
         component.Update(frameTime);
     }
 }
Esempio n. 23
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 public override void Update(float frameTime)
 {
     foreach (var inception in ComponentManager.EntityQuery <SolutionAreaEffectInceptionComponent>())
     {
         inception.InceptionUpdate(frameTime);
     }
 }
Esempio n. 24
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 public override void Update(float frameTime)
 {
     foreach (var comp in ComponentManager.EntityQuery <CloningPodComponent>())
     {
         comp.Update(frameTime);
     }
 }
Esempio n. 25
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        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();
     }
 }
Esempio n. 27
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 public override void Update(float frameTime)
 {
     foreach (var component in ComponentManager.EntityQuery <RecyclerComponent>(true))
     {
         component.Update(frameTime);
     }
 }
Esempio n. 28
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 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);
                    }
                }
            }
        }
Esempio n. 30
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        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);
                }
            }
        }