We have a lobby! (#127)

It's shoddy as hell but it works for our purposes.
This commit is contained in:
Pieter-Jan Briers
2018-11-25 19:04:49 +01:00
committed by GitHub
parent f887d22a16
commit 845d0f9182
13 changed files with 1054 additions and 89 deletions

View File

@@ -4,6 +4,7 @@ using Content.Client.GameObjects.Components.Construction;
using Content.Client.GameObjects.Components.Power;
using Content.Client.GameObjects.Components.SmoothWalling;
using Content.Client.GameObjects.Components.Storage;
using Content.Client.GameTicking;
using Content.Client.Input;
using Content.Client.Interfaces;
using Content.Client.Interfaces.GameObjects;
@@ -77,6 +78,7 @@ namespace Content.Client
IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
IoCManager.Register<ISharedNotifyManager, ClientNotifyManager>();
IoCManager.Register<IClientGameTicker, ClientGameTicker>();
IoCManager.BuildGraph();
}
@@ -89,6 +91,7 @@ namespace Content.Client
ContentContexts.SetupContexts(inputMan.Contexts);
IoCManager.Resolve<IClientNotifyManager>().Initialize();
IoCManager.Resolve<IClientGameTicker>().Initialize();
}
public override void Update(AssemblyLoader.UpdateLevel level, float frameTime)
@@ -98,7 +101,9 @@ namespace Content.Client
switch (level)
{
case AssemblyLoader.UpdateLevel.FramePreEngine:
IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(new RenderFrameEventArgs(frameTime));
var renderFrameEventArgs = new RenderFrameEventArgs(frameTime);
IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(renderFrameEventArgs);
IoCManager.Resolve<IClientGameTicker>().FrameUpdate(renderFrameEventArgs);
break;
}
}