Optimise handheld lights (#2927)

* Optimise handheld lights

* Woops also these

* Might as well do shutdown too

* Also these

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-01-06 22:50:49 +11:00
committed by GitHub
parent 2bd4bf12a4
commit 482106e827
2 changed files with 62 additions and 2 deletions

View File

@@ -1,3 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Interactable;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
@@ -7,11 +9,41 @@ namespace Content.Server.GameObjects.EntitySystems
[UsedImplicitly]
internal sealed class HandHeldLightSystem : EntitySystem
{
// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
// But for now this will be better anyway.
private HashSet<HandheldLightComponent> _activeLights = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActivateHandheldLightMessage>(HandleActivate);
SubscribeLocalEvent<DeactivateHandheldLightMessage>(HandleDeactivate);
}
public override void Shutdown()
{
base.Shutdown();
_activeLights.Clear();
UnsubscribeLocalEvent<ActivateHandheldLightMessage>();
UnsubscribeLocalEvent<DeactivateHandheldLightMessage>();
}
private void HandleActivate(ActivateHandheldLightMessage message)
{
_activeLights.Add(message.Component);
}
private void HandleDeactivate(DeactivateHandheldLightMessage message)
{
_activeLights.Remove(message.Component);
}
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<HandheldLightComponent>(false))
foreach (var handheld in _activeLights.ToArray())
{
comp.OnUpdate(frameTime);
if (handheld.Deleted || handheld.Paused) continue;
handheld.OnUpdate(frameTime);
}
}
}