using Entitas; namespace CoreGame.Render { public class CameraShakeSystem : IExecuteSystem { public void Execute(float deltaTime) { var shakeEntity = Contexts.Combat.cameraShakeEntity; if (shakeEntity == null) return; var shake = shakeEntity.cameraShake; shake.timeAcc += deltaTime; if (shake.timeAcc > shake.duration) { shakeEntity.RemoveCameraShake(); return; } // var fixedSignal = SyncAssetLoader.GetAssetObject("CritShake", shake.path); // // if (fixedSignal == null) // { // shakeEntity.RemoveCameraShake(); // return; // } // fixedSignal.GetSignal(shake.timeAcc, out var pos, out var rot); // shake.offset = pos; } } }