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- using Content.Shared.Clock;
- using Robust.Client.GameObjects;
- namespace Content.Client.Clock;
- public sealed class ClockSystem : SharedClockSystem
- {
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var query = EntityQueryEnumerator<ClockComponent, SpriteComponent>();
- while (query.MoveNext(out var uid, out var comp, out var sprite))
- {
- if (!sprite.LayerMapTryGet(ClockVisualLayers.HourHand, out var hourLayer) ||
- !sprite.LayerMapTryGet(ClockVisualLayers.MinuteHand, out var minuteLayer))
- continue;
- var time = GetClockTime((uid, comp));
- var hourState = $"{comp.HoursBase}{time.Hours % 12}";
- var minuteState = $"{comp.MinutesBase}{time.Minutes / 5}";
- sprite.LayerSetState(hourLayer, hourState);
- sprite.LayerSetState(minuteLayer, minuteState);
- }
- }
- }
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