reduce traffic greatly

This commit is contained in:
David Markowitz 2025-01-14 02:09:54 -08:00
parent c968dc9028
commit b738504812

View File

@ -125,11 +125,10 @@ void QuickBuildComponent::Update(float deltaTime) {
if (isSmashGroup) {
ModifyIncompleteTimer(deltaTime);
Game::entityManager->SerializeEntity(m_Parent);
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);
@ -149,11 +148,10 @@ void QuickBuildComponent::Update(float deltaTime) {
}
case eQuickBuildState::COMPLETED: {
ModifyTimer(deltaTime);
Game::entityManager->SerializeEntity(m_Parent);
// For reset times < 0 this has to be handled manually
if (m_ResetTime > 0) {
if (m_Timer >= m_ResetTime - 4.0f) {
if (m_Timer >= m_ResetTime - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);
@ -210,11 +208,10 @@ void QuickBuildComponent::Update(float deltaTime) {
}
case eQuickBuildState::INCOMPLETE: {
ModifyIncompleteTimer(deltaTime);
Game::entityManager->SerializeEntity(m_Parent);
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);