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Update template to latest RobustToolbox version.
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338a7455ac
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8 changed files with 109 additions and 179 deletions
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@ -8,68 +8,65 @@ using Robust.Shared.Timing;
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// DEVNOTE: You can change the namespace and project name to whatever you want!
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// Just make sure to consistently use a prefix across your different projects.
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namespace Template.Game
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namespace Template.Game;
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public class EntryPoint : GameClient
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{
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public class EntryPoint : GameClient
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// See line 35. Controls the default game culture and language.
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// Robust calls this culture, but you might find it more fitting to call it the game
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// language. Robust doesn't support changing this mid-game. Load your config file early
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// if you want that.
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private const string Culture = "en-US";
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public override void PreInit()
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{
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// See line 35. Controls the default game culture and language.
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// Robust calls this culture, but you might find it more fitting to call it the game
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// language. Robust doesn't support changing this mid-game. Load your config file early
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// if you want that.
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private const string Culture = "en-US";
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public override void PreInit()
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{
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base.PreInit();
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base.PreInit();
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// Default to en-US.
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// DEVNOTE: If you want your game to be multi-regional at runtime, you'll need to
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// do something more complicated here.
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IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
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}
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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// DEVNOTE: Registers all of your components.
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factory.DoAutoRegistrations();
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TemplateIoC.Register();
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IoCManager.BuildGraph();
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factory.GenerateNetIds();
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// DEVNOTE: This is generally where you'll be setting up the IoCManager further, like the tile manager.
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}
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public override void PostInit()
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{
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base.PostInit();
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// DEVNOTE: Further setup..
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// DEVNOTE: This starts the singleplayer mode,
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// which means you can start creating entities, spawning things...
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// If you want to have a main menu to start the game from instead, use the StateManager.
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IoCManager.Resolve<IBaseClient>().StartSinglePlayer();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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// DEVNOTE: You'll want to do a proper shutdown here.
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}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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{
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base.Update(level, frameEventArgs);
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// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
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}
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// Default to en-US.
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// DEVNOTE: If you want your game to be multi-regional at runtime, you'll need to
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// do something more complicated here.
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IoCManager.Resolve<ILocalizationManager>().LoadCulture(new CultureInfo(Culture));
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}
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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// DEVNOTE: Registers all of your components.
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factory.DoAutoRegistrations();
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TemplateIoC.Register();
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IoCManager.BuildGraph();
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factory.GenerateNetIds();
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// DEVNOTE: This is generally where you'll be setting up the IoCManager further, like the tile manager.
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}
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public override void PostInit()
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{
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base.PostInit();
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// DEVNOTE: Further setup..
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// DEVNOTE: This starts the singleplayer mode,
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// which means you can start creating entities, spawning things...
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// If you want to have a main menu to start the game from instead, use the StateManager.
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IoCManager.Resolve<IBaseClient>().StartSinglePlayer();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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// DEVNOTE: You'll want to do a proper shutdown here.
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}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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{
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base.Update(level, frameEventArgs);
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// DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker.
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}
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}
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