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https://github.com/space-wizards/RobustToolbox.git
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* Adds a new IPhysicsShape object where you can define what collisions shape a PhysBody has. AABB is now accessed through the PhysicsShape, so the BoundingBoxComponent is not required. * Default PhysShape now copies the AABB of the BoundingBoxComponent. * Fixed issue with serialization of PhysShapeAabbComp. * Spatial queries now use ICollidableComponent instead of BoundingBoxComponent. showbb now draws entities using the obsolete BoundingBoxComponent in Aqua. * Renamed PhysShapeAabbComp to PhysShapeAabb. Removed BoundingBoxComponent. * Default CollidableComponent does not collide with anything now. * Renamed ICollidable to IPhysBody. Moved ICollidable to the Robust.Shared/Physics namespace. * PhysShapes are now a collection of primitive shapes that contribute to the whole PhysBody. ObjectSerializer.DataField can now deal with abstract types using YAML tags. * Added LocalBounds property to ClickableComponent. Added state to ClickableComponent. * Added a Rectangle physics shape. * ClickableComponent now actually checks that a click is inside its bounds. * Reverted the addition of a try/catch around map loading. Any errors can propagate to the code trying to load the map again.
61 lines
2.2 KiB
C#
61 lines
2.2 KiB
C#
using Robust.Client.GameObjects.Components;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Client.Interfaces.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Physics;
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namespace Robust.Client.GameObjects
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{
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public class ClientComponentFactory : ComponentFactory
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{
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public ClientComponentFactory()
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{
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// Required for the engine to work
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Register<MetaDataComponent>();
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RegisterReference<MetaDataComponent, IMetaDataComponent>();
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// Required for the engine to work
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Register<TransformComponent>();
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RegisterReference<TransformComponent, ITransformComponent>();
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Register<CollidableComponent>();
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RegisterReference<CollidableComponent, IPhysBody>();
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RegisterReference<CollidableComponent, ICollidableComponent>();
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Register<IconComponent>();
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RegisterIgnore("KeyBindingInput");
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Register<PointLightComponent>();
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Register<PhysicsComponent>();
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Register<InputComponent>();
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Register<SpriteComponent>();
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RegisterReference<SpriteComponent, ISpriteComponent>();
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RegisterReference<SpriteComponent, IClickTargetComponent>();
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Register<ClickableComponent>();
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RegisterReference<ClickableComponent, IClientClickableComponent>();
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RegisterReference<ClickableComponent, IClickableComponent>();
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Register<OccluderComponent>();
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Register<EyeComponent>();
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Register<AppearanceComponent>();
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Register<AppearanceTestComponent>();
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Register<SnapGridComponent>();
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Register<ClientUserInterfaceComponent>();
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RegisterReference<ClientUserInterfaceComponent, SharedUserInterfaceComponent>();
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RegisterIgnore("IgnorePause");
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Register<AnimationPlayerComponent>();
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}
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}
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}
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