public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); IoCManager.Resolve <IGameHud>().Initialize(); IoCManager.Resolve <IClientNotifyManager>().Initialize(); IoCManager.Resolve <IClientGameTicker>().Initialize(); IoCManager.Resolve <IOverlayManager>().AddOverlay(new ParallaxOverlay()); IoCManager.Resolve <IChatManager>().Initialize(); IoCManager.Resolve <ISandboxManager>().Initialize(); IoCManager.Resolve <IClientPreferencesManager>().Initialize(); IoCManager.Resolve <IItemSlotManager>().Initialize(); // Fire off into state dependent on launcher or not. if (_gameController.LaunchState.FromLauncher) { _stateManager.RequestStateChange <LauncherConnecting>(); } else { _stateManager.RequestStateChange <MainScreen>(); } }
public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); IoCManager.Resolve <IGameHud>().Initialize(); IoCManager.Resolve <IClientNotifyManager>().Initialize(); IoCManager.Resolve <IClientGameTicker>().Initialize(); IoCManager.Resolve <IOverlayManager>().AddOverlay(new ParallaxOverlay()); IoCManager.Resolve <IChatManager>().Initialize(); IoCManager.Resolve <ISandboxManager>().Initialize(); IoCManager.Resolve <IClientPreferencesManager>().Initialize(); _baseClient.RunLevelChanged += (sender, args) => { if (args.NewLevel == ClientRunLevel.Initialize) { SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected || args.OldLevel == ClientRunLevel.InGame); } }; SwitchToDefaultState(); }
public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); }
public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); IoCManager.Resolve <IClientNotifyManager>().Initialize(); IoCManager.Resolve <IClientGameTicker>().Initialize(); IoCManager.Resolve <IOverlayManager>().AddOverlay(new ParallaxOverlay()); }
public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); IoCManager.Resolve <IGameHud>().Initialize(); IoCManager.Resolve <IClientNotifyManager>().Initialize(); IoCManager.Resolve <IClientGameTicker>().Initialize(); var overlayMgr = IoCManager.Resolve <IOverlayManager>(); overlayMgr.AddOverlay(new ParallaxOverlay()); overlayMgr.AddOverlay(new SingularityOverlay()); overlayMgr.AddOverlay(new CritOverlay()); //Hopefully we can cut down on this list... don't see why a death overlay needs to be instantiated here. overlayMgr.AddOverlay(new CircleMaskOverlay()); overlayMgr.AddOverlay(new FlashOverlay()); overlayMgr.AddOverlay(new RadiationPulseOverlay()); IoCManager.Resolve <IChatManager>().Initialize(); IoCManager.Resolve <ISandboxManager>().Initialize(); IoCManager.Resolve <IClientPreferencesManager>().Initialize(); IoCManager.Resolve <IStationEventManager>().Initialize(); IoCManager.Resolve <IAdminMenuManager>().Initialize(); IoCManager.Resolve <EuiManager>().Initialize(); IoCManager.Resolve <AlertManager>().Initialize(); IoCManager.Resolve <ActionManager>().Initialize(); IoCManager.Resolve <IVoteManager>().Initialize(); _baseClient.RunLevelChanged += (_, args) => { if (args.NewLevel == ClientRunLevel.Initialize) { SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected || args.OldLevel == ClientRunLevel.InGame); } }; // Disable engine-default viewport since we use our own custom viewport control. IoCManager.Resolve <IUserInterfaceManager>().MainViewport.Visible = false; SwitchToDefaultState(); }
public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); IoCManager.Resolve <IGameHud>().Initialize(); IoCManager.Resolve <IClientNotifyManager>().Initialize(); IoCManager.Resolve <IClientGameTicker>().Initialize(); var overlayMgr = IoCManager.Resolve <IOverlayManager>(); overlayMgr.AddOverlay(new ParallaxOverlay()); overlayMgr.AddOverlay(new GradientCircleMaskOverlay()); overlayMgr.AddOverlay(new CircleMaskOverlay()); overlayMgr.AddOverlay(new FlashOverlay()); overlayMgr.AddOverlay(new RadiationPulseOverlay()); IoCManager.Resolve <IChatManager>().Initialize(); IoCManager.Resolve <ISandboxManager>().Initialize(); IoCManager.Resolve <IClientPreferencesManager>().Initialize(); IoCManager.Resolve <IStationEventManager>().Initialize(); IoCManager.Resolve <IAdminMenuManager>().Initialize(); IoCManager.Resolve <EuiManager>().Initialize(); IoCManager.Resolve <AlertManager>().Initialize(); IoCManager.Resolve <ActionManager>().Initialize(); IoCManager.Resolve <IVoteManager>().Initialize(); _baseClient.RunLevelChanged += (sender, args) => { if (args.NewLevel == ClientRunLevel.Initialize) { SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected || args.OldLevel == ClientRunLevel.InGame); } }; SwitchToDefaultState(); }
public override void PostInit() { base.PostInit(); // Setup key contexts var inputMan = IoCManager.Resolve <IInputManager>(); ContentContexts.SetupContexts(inputMan.Contexts); IoCManager.Resolve <IGameHud>().Initialize(); IoCManager.Resolve <IParallaxManager>().LoadDefaultParallax(); // Have to do this later because prototypes are needed. var overlayMgr = IoCManager.Resolve <IOverlayManager>(); overlayMgr.AddOverlay(new SingularityOverlay()); overlayMgr.AddOverlay(new FlashOverlay()); overlayMgr.AddOverlay(new RadiationPulseOverlay()); IoCManager.Resolve <IChatManager>().Initialize(); IoCManager.Resolve <IClientPreferencesManager>().Initialize(); IoCManager.Resolve <EuiManager>().Initialize(); IoCManager.Resolve <IVoteManager>().Initialize(); IoCManager.Resolve <IGamePrototypeLoadManager>().Initialize(); IoCManager.Resolve <NetworkResourceManager>().Initialize(); _baseClient.RunLevelChanged += (_, args) => { if (args.NewLevel == ClientRunLevel.Initialize) { SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected || args.OldLevel == ClientRunLevel.InGame); } }; // Disable engine-default viewport since we use our own custom viewport control. IoCManager.Resolve <IUserInterfaceManager>().MainViewport.Visible = false; SwitchToDefaultState(); }