public FlashOverlay(double duration) : base(nameof(FlashOverlay)) { _timer = IoCManager.Resolve <IGameTiming>(); _displayManager = IoCManager.Resolve <IClyde>(); StartTime = _timer.CurTime; Duration = duration; }
//TODO: Think about a factory for this public DebugCoordsPanel(IPlayerManager playerMan, IEyeManager eyeMan, IInputManager inputMan, IStateManager stateMan, IClyde displayMan, IMapManager mapMan) { playerManager = playerMan; eyeManager = eyeMan; inputManager = inputMan; stateManager = stateMan; _displayManager = displayMan; _mapManager = mapMan; SizeFlagsHorizontal = SizeFlags.None; contents = new Label { FontColorShadowOverride = Color.Black, }; AddChild(contents); PanelOverride = new StyleBoxFlat { BackgroundColor = new Color(67, 105, 255, 138), ContentMarginLeftOverride = 5, ContentMarginTopOverride = 5 }; MouseFilter = contents.MouseFilter = MouseFilterMode.Ignore; }
public override void Initialize() { base.Initialize(); IoCManager.InjectDependencies(this); if (GameController.Mode == GameController.DisplayMode.Clyde) { _clyde = IoCManager.Resolve <IClyde>(); } }
public AlertsUI(IClyde clyde) { _clyde = clyde; var panelContainer = new PanelContainer { StyleClasses = { StyleNano.StyleClassTransparentBorderedWindowPanel }, SizeFlagsVertical = SizeFlags.FillExpand, }; AddChild(panelContainer); Grid = new GridContainer { MaxHeight = CalcMaxHeight(clyde.ScreenSize), ExpandBackwards = true }; panelContainer.AddChild(Grid); clyde.OnWindowResized += ClydeOnOnWindowResized; LayoutContainer.SetGrowHorizontal(this, LayoutContainer.GrowDirection.Begin); LayoutContainer.SetAnchorAndMarginPreset(this, LayoutContainer.LayoutPreset.TopRight, margin: 10); LayoutContainer.SetMarginTop(this, 250); }
internal static void LoadTexture(IClyde clyde, LoadStepData loadStepData) { loadStepData.AtlasTexture = clyde.LoadTextureFromImage( loadStepData.AtlasSheet, loadStepData.Path.ToString()); }
private void Startup() { ThreadUtility.MainThread = Thread.CurrentThread; InitIoC(); SetupLogging(); // Set up custom synchronization context. // Sorry Godot. _taskManager.Initialize(); // Load config. _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml")); if (Mode == DisplayMode.Clyde) { _clyde = IoCManager.Resolve <IClyde>(); } // Init resources. // Doesn't do anything right now because TODO Godot asset management is a bit ad-hoc. _resourceCache.LoadBaseResources(); _resourceCache.LoadLocalResources(); // Bring display up as soon as resources are mounted. _displayManager.Initialize(); _displayManager.SetWindowTitle("Space Station 14"); if (Mode == DisplayMode.Clyde) { _fontManager = IoCManager.Resolve <IFontManagerInternal>(); _fontManager.Initialize(); } //identical code for server in baseserver if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared")) { Logger.Warning($"[ENG] Could not load any Shared DLL."); } if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client")) { Logger.Warning($"[ENG] Could not load any Client DLL."); } // Call Init in game assemblies. AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init); _eyeManager.Initialize(); _serializer.Initialize(); _userInterfaceManager.Initialize(); _networkManager.Initialize(false); _inputManager.Initialize(); _console.Initialize(); _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/")); _prototypeManager.Resync(); _tileDefinitionManager.Initialize(); _mapManager.Initialize(); _lightManager.Initialize(); _entityManager.Initialize(); _gameStateManager.Initialize(); _overlayManager.Initialize(); _placementManager.Initialize(); _viewVariablesManager.Initialize(); RichPresenceClient presence = new RichPresenceClient(); _client.Initialize(); AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit); _stateManager.RequestStateChange <MainScreen>(); _clyde?.Ready(); var args = GetCommandLineArgs(); if (args.Contains("--connect")) { _client.ConnectToServer("127.0.0.1", 1212); } }
private void Startup() { ThreadUtility.MainThread = Thread.CurrentThread; InitIoC(); SetupLogging(); var args = GetCommandLineArgs(); // Set up custom synchronization context. // Sorry Godot. _taskManager.Initialize(); // Figure out user data directory. var userDataDir = _getUserDataDir(args); var configFile = Path.Combine(userDataDir, "client_config.toml"); if (File.Exists(configFile)) { // Load config from user data if available. _configurationManager.LoadFromFile(configFile); } else { // Else we just use code-defined defaults and let it save to file when the user changes things. _configurationManager.SetSaveFile(configFile); } if (Mode == DisplayMode.Clyde) { _clyde = IoCManager.Resolve <IClyde>(); } _resourceCache.Initialize(userDataDir); _resourceCache.LoadBaseResources(); // Bring display up as soon as resources are mounted. _displayManager.Initialize(); _displayManager.SetWindowTitle("Space Station 14"); if (Mode == DisplayMode.Clyde) { _fontManager = IoCManager.Resolve <IFontManagerInternal>(); _fontManager.Initialize(); } //identical code for server in baseserver if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared")) { Logger.Warning($"[ENG] Could not load any Shared DLL."); } if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client")) { Logger.Warning($"[ENG] Could not load any Client DLL."); } // Call Init in game assemblies. AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init); _eyeManager.Initialize(); _serializer.Initialize(); _userInterfaceManager.Initialize(); _networkManager.Initialize(false); _inputManager.Initialize(); _console.Initialize(); _prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/")); _prototypeManager.Resync(); _mapManager.Initialize(); _lightManager.Initialize(); _entityManager.Initialize(); _gameStateManager.Initialize(); _overlayManager.Initialize(); _placementManager.Initialize(); _viewVariablesManager.Initialize(); _client.Initialize(); _discord.Connect(); AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.PostInit); _stateManager.RequestStateChange <MainScreen>(); _clyde?.Ready(); if (args.Contains("--connect")) { _client.ConnectToServer("127.0.0.1", 1212); } }