robust-toolbox-template/Content.Client/EntryPoint.cs
Vera Aguilera Puerto c71a748112 Fix warnings.
2022-04-23 15:33:18 +02:00

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2.2 KiB
C#

using Robust.Client;
using Robust.Client.Graphics;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
// DEVNOTE: Games that want to be on the hub can change their namespace prefix in the "manifest.yml" file.
namespace Content.Client;
public sealed class EntryPoint : GameClient
{
public override void Init()
{
var factory = IoCManager.Resolve<IComponentFactory>();
var prototypes = IoCManager.Resolve<IPrototypeManager>();
factory.DoAutoRegistrations();
foreach (var ignoreName in IgnoredComponents.List)
{
factory.RegisterIgnore(ignoreName);
}
foreach (var ignoreName in IgnoredPrototypes.List)
{
prototypes.RegisterIgnore(ignoreName);
}
ClientContentIoC.Register();
IoCManager.BuildGraph();
factory.GenerateNetIds();
// DEVNOTE: This is generally where you'll be setting up the IoCManager further.
}
public override void PostInit()
{
base.PostInit();
// DEVNOTE: The line below will disable lighting, so you can see in-game sprites without the need for lights
//IoCManager.Resolve<ILightManager>().Enabled = false;
// DEVNOTE: Further setup...
var client = IoCManager.Resolve<IBaseClient>();
// DEVNOTE: You might want a main menu to connect to a server, or start a singleplayer game.
// Be sure to check out StateManager for this! Below you'll find examples to start a game.
// If you want to connect to a server...
// client.ConnectToServer("ip-goes-here", 1212);
// Optionally, singleplayer also works!
// client.StartSinglePlayer();
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
// DEVNOTE: You might want to do a proper shutdown here.
}
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.
}
}