return;
// Set all of our eye rotations to the relevant values.
- foreach (var (lerpInfo, xform) in EntityQuery<LerpingEyeComponent, TransformComponent>())
+ var query = AllEntityQuery<LerpingEyeComponent, TransformComponent>();
+
+ while (query.MoveNext(out var uid, out var lerpInfo, out var xform))
{
lerpInfo.LastRotation = lerpInfo.TargetRotation;
- lerpInfo.TargetRotation = GetRotation(lerpInfo.Owner, xform);
+ lerpInfo.TargetRotation = GetRotation(uid, xform);
}
}
{
var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
const double lerpMinimum = 0.00001;
+ var query = AllEntityQuery<LerpingEyeComponent, EyeComponent, TransformComponent>();
- foreach (var (lerpInfo, eye, xform) in EntityQuery<LerpingEyeComponent, EyeComponent, TransformComponent>())
+ while (query.MoveNext(out var entity, out var lerpInfo, out var eye, out var xform))
{
- var entity = eye.Owner;
-
TryComp<InputMoverComponent>(entity, out var mover);
// This needs to be recomputed every frame, as if this is simply the grid rotation, then we need to account for grid angle lerping.