Construction System. (#87)

* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
This commit is contained in:
Pieter-Jan Briers
2018-08-02 08:29:55 +02:00
committed by GitHub
parent f051078c79
commit d7074bf74f
72 changed files with 1925 additions and 245 deletions

View File

@@ -1,10 +1,12 @@
using Content.Client.GameObjects;
using Content.Client.GameObjects.Components.Construction;
using Content.Client.GameObjects.Components.Power;
using Content.Client.GameObjects.Components.Storage;
using Content.Client.Interfaces.GameObjects;
using SS14.Shared.ContentPack;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.IoC;
using SS14.Shared.Prototypes;
namespace Content.Client
{
@@ -13,6 +15,7 @@ namespace Content.Client
public override void Init()
{
var factory = IoCManager.Resolve<IComponentFactory>();
var prototypes = IoCManager.Resolve<IPrototypeManager>();
factory.RegisterIgnore("Item");
factory.RegisterIgnore("Interactable");
@@ -40,11 +43,18 @@ namespace Content.Client
factory.RegisterIgnore("Storeable");
factory.RegisterIgnore("Clothing");
factory.RegisterIgnore("Material");
factory.RegisterIgnore("Stack");
factory.Register<HandsComponent>();
factory.RegisterReference<HandsComponent, IHandsComponent>();
factory.Register<ClientStorageComponent>();
factory.Register<ClientInventoryComponent>();
factory.Register<PowerDebugTool>();
factory.Register<ConstructorComponent>();
factory.Register<ConstructionGhostComponent>();
prototypes.RegisterIgnore("material");
}
}
}