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https://github.com/space-wizards/RobustToolboxTemplate.git
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Update template to latest RobustToolbox version.
- Converts template to use file-scoped namespaces. - Add manifest.yml and comments for it.
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18 changed files with 197 additions and 272 deletions
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@ -6,70 +6,67 @@ using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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// DEVNOTE: Games that want to be on the hub are FORCED use the "Content." prefix for assemblies they want to load.
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namespace Content.Client
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// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
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namespace Content.Client;
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public class EntryPoint : GameClient
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{
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public class EntryPoint : GameClient
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public override void Init()
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{
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public override void Init()
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.DoAutoRegistrations();
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foreach (var ignoreName in IgnoredComponents.List)
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.DoAutoRegistrations();
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foreach (var ignoreName in IgnoredComponents.List)
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{
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factory.RegisterIgnore(ignoreName);
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}
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foreach (var ignoreName in IgnoredPrototypes.List)
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{
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prototypes.RegisterIgnore(ignoreName);
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}
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ClientContentIoC.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.
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factory.RegisterIgnore(ignoreName);
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}
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public override void PostInit()
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foreach (var ignoreName in IgnoredPrototypes.List)
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{
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base.PostInit();
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// DEVNOTE: The line below will disable lighting, so you can see in-game sprites without the need for lights
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//IoCManager.Resolve<ILightManager>().Enabled = false;
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// DEVNOTE: Further setup...
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var client = IoCManager.Resolve<IBaseClient>();
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// DEVNOTE: You might want a main menu to connect to a server, or start a singleplayer game.
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// Be sure to check out StateManager for this! Below you'll find examples to start a game.
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// If you want to connect to a server...
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// client.ConnectToServer("ip-goes-here", 1212);
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// Optionally, singleplayer also works!
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// client.StartSinglePlayer();
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prototypes.RegisterIgnore(ignoreName);
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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 might want to do a proper shutdown here.
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}
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ClientContentIoC.Register();
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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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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.
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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: The line below will disable lighting, so you can see in-game sprites without the need for lights
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//IoCManager.Resolve<ILightManager>().Enabled = false;
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// DEVNOTE: Further setup...
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var client = IoCManager.Resolve<IBaseClient>();
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// DEVNOTE: You might want a main menu to connect to a server, or start a singleplayer game.
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// Be sure to check out StateManager for this! Below you'll find examples to start a game.
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// If you want to connect to a server...
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// client.ConnectToServer("ip-goes-here", 1212);
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// Optionally, singleplayer also works!
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// client.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 might 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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