using Robust.Shared.ContentPack; using Robust.Shared.Interfaces.Configuration; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client { public class EntryPoint: GameClient { public override void Init() { var factory = IoCManager.Resolve(); var prototypes = IoCManager.Resolve(); factory.DoAutoRegistrations(); foreach (var ignoreName in IgnoredComponents.List) { factory.RegisterIgnore(ignoreName); } foreach (var ignoreName in IgnoredPrototypes.List) { prototypes.RegisterIgnore(ignoreName); } ClientContentIoC.Register(); IoCManager.BuildGraph(); // DEVNOTE: This is generally where you'll be setting up the IoCManager further. IoCManager.InjectDependencies(this); } public override void PostInit() { base.PostInit(); // DEVNOTE: Further setup, this is the spot you should start trying to connect to the server from. } public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs) { base.Update(level, frameEventArgs); // DEVNOTE: Game update loop goes here. Usually you'll want some independent GameTicker. } } }