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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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@ -3,40 +3,39 @@ using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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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.Shared
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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.Shared;
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public class EntryPoint : GameShared
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{
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public class EntryPoint : GameShared
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{
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// IoC services shared between the client and the server go here...
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// IoC services shared between the client and the server go here...
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// See line 23. 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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// See line 23. 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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IoCManager.InjectDependencies(this);
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public override void PreInit()
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{
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IoCManager.InjectDependencies(this);
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// Default to en-US.
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// DEVNOTE: If you want your game to be multiregional 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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// TODO: Document what else you might want to put here
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}
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// Default to en-US.
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// DEVNOTE: If you want your game to be multiregional 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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// TODO: Document what else you might want to put here
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}
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public override void Init()
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{
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// TODO: Document what you put here
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}
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public override void Init()
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{
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// TODO: Document what you put here
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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: You might want to put special init handlers for, say, tiles here.
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// TODO: Document what else you might want to put here
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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: You might want to put special init handlers for, say, tiles here.
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// TODO: Document what else you might want to put here
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}
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}
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