private void Convey(ConveyorSystem system, ConveyorComponent comp, float frameTime)
        {
            // Use an event for conveyors to know what needs to run
            if (!system.CanRun(comp))
            {
                return;
            }

            var direction = system.GetAngle(comp).ToVec();
            var entMan    = IoCManager.Resolve <IEntityManager>();
            var ownerPos  = entMan.GetComponent <TransformComponent>(comp.Owner).WorldPosition;

            foreach (var(entity, physics) in EntitySystem.Get <ConveyorSystem>().GetEntitiesToMove(comp))
            {
                var itemRelativeToConveyor = entMan.GetComponent <TransformComponent>(entity).WorldPosition - ownerPos;
                physics.LinearVelocity += Convey(direction, comp.Speed, frameTime, itemRelativeToConveyor);
            }
        }