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using Entitas;
namespace CoreGame.Render
{
public class CameraSyncSystem : IExecuteSystem
{
public void Execute(float deltaTime)
{
if (deltaTime < BattleConst.Epsilon)
return;
// var heroEntity = Contexts.Combat.LocalPlayer;
// var cameraEnt = Contexts.Combat.virtualCameraProxyEntity;
// if (heroEntity == false || cameraEnt == false)
// return;
//
//
// var cameraProxy = cameraEnt.virtualCameraProxy;
// cameraProxy.followPos = heroEntity.transformProxy.GetRenderPosition();
// if (Contexts.Combat.hasCameraShake)
// {
// var shake = Contexts.Combat.cameraShake;
// cameraProxy.followPos += shake.offset;
// }
//
// cameraProxy.Sync();
}
}
}