protected override MainManager _manualBuild() { #region Singletons ClientManager clientManager = new ClientManager(new CoreNetworkConfig()); CameraService cameraService = new CameraService(); TextDrawingService textDrawingService = null; BloomComponent bloom = null; LidgrenMessenger messenger = new LidgrenMessenger(clientManager); MessageService_ToServer messageService = new MessageService_ToServer(messenger); LidgrenNetworkingService networkingService = new LidgrenNetworkingService(); // Force the static to initialize now Utilities.NextUnique(); #endregion List <IGameState> gameStates = new List <IGameState>(); gameStates.Add(BotStateBuilder.BuildPlanetStateManager(clientManager, networkingService, new PhysicsConfig())); gameStates.Add(BotStateBuilder.BuildSpaceStateManager(clientManager, networkingService)); gameStates.Add(_buildLoginStateManager(null, clientManager, messageService, networkingService)); NewChatManager chatManager = new NewChatManager(clientManager); GameStateManager gameStateManager = BuildGameStateManager(cameraService, gameStates, textDrawingService, null); MainNetworkingManager mainNetworkingManager = new MainNetworkingManager(chatManager, clientManager, networkingService); return(new MainManager(bloom, textDrawingService, this, gameStateManager, _graphics, mainNetworkingManager)); }
protected virtual MainManager _manualBuild() { #region Singletons ClientManager clientManager = new ClientManager(new CoreNetworkConfig()); CameraService cameraService = new CameraService(); ParticleManager particleManager = null; TextDrawingService textDrawingService = null; TextureManager textureManager = null; BloomComponent bloom = null; if (_loadGraphics) { textureManager = new TextureManager(Content); particleManager = new ParticleManager(_graphics, _spriteBatch, Content, textureManager); textDrawingService = new TextDrawingService(textureManager.DefaultDrawFont, _spriteBatch); bloom = new BloomComponent(Content, _spriteBatch); } LidgrenMessenger messenger = new LidgrenMessenger(clientManager); MessageService_ToServer messageService = new MessageService_ToServer(messenger); IClientWebViewConfig clientWebviewConfig = null; switch (_environment) { case ClientEnvironmentType.Development: clientWebviewConfig = new DebugClientWebViewConfig(); break; default: throw new Exception("You should add a production config, yo!"); } var chatManager = new NewChatManager(clientManager); LidgrenNetworkingService networkingService = new LidgrenNetworkingService(); GlobalGameUISingleton globalGameUiSingleton = new GlobalGameUISingleton(clientWebviewConfig, GraphicsDevice, Window, _spriteBatch); GlobalGameWebLayer globalGameWebLayer = new GlobalGameWebLayer(clientWebviewConfig, new GameInterfaceWebView(globalGameUiSingleton, chatManager, new GameInterfaceViewModel())); // Force the static to initialize now Utilities.NextUnique(); #endregion List <IGameState> gameStates = new List <IGameState>(); gameStates.Add(_buildPlanetStateManager(globalGameUiSingleton, cameraService, textureManager, particleManager, textDrawingService, messageService, networkingService)); gameStates.Add(_buildSpaceStateManager(globalGameUiSingleton, cameraService, textureManager, particleManager, textDrawingService, messageService, clientWebviewConfig, networkingService, bloom)); //gameStates.Add(_buildMoonStateManager(chatManager, CefSharpViewFactory, cameraService, textureManager, particleManager, textDrawingService, messageService, clientWebviewConfig, networkingService)); gameStates.Add(_buildPortStateManager(globalGameUiSingleton, messageService, networkingService)); gameStates.Add(_buildLoginStateManager(globalGameUiSingleton, clientManager, messageService, networkingService)); gameStates.Add(_buildColonyStateManager(globalGameUiSingleton, messageService, networkingService)); GameStateManager gameStateManager = BuildGameStateManager(cameraService, gameStates, textDrawingService, globalGameWebLayer); MainNetworkingManager mainNetworkingManager = new MainNetworkingManager(chatManager, clientManager, networkingService); return(new MainManager(bloom, textDrawingService, this, gameStateManager, _graphics, mainNetworkingManager)); }