robust-toolbox-template/Content.Client/EntryPoint.cs
moonheart08 50c6173d91 ohno
2020-10-08 22:00:24 -05:00

55 lines
No EOL
1.5 KiB
C#

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<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();
// 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.
}
}
}