public override void Update(float mFrameTime)
{
_vertexArrays.Clear();
var hulls = Manager.GetEntitiesByTag(Tags.Wall).Select(x => x.GetComponentUnSafe<CBody>()).Select(y => new AABBHull(y.Position, y.HalfSize));
ShadowCaster.Position = _cBody.Position;
ShadowCaster.CalculateShadows(hulls);
if (!_isDrawn) return;
foreach (var polygon in ShadowCaster.Polygons)
_vertexArrays.Add(polygon.GetVertexArray(1f/SPUtils.Divisor, _color));
}