chore: cleaned up monogame references from desktop platform & shared project
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@@ -1,16 +1,13 @@
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using Engine.Core;
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using Engine.Core.Debug;
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using Engine.Core.Serialization;
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using Engine.Integration.MonoGame;
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using Engine.Serializers.Yaml;
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using Engine.Systems.Network;
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using MyUniverse.Platforms.Desktop;
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using Engine.Systems.Time;
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Universe universe = new();
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using MonoGameWindow monoGameWindow = new(universe);
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ISerializer serializer = new YamlSerializer();
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@@ -25,12 +22,8 @@ universe.InstantiateUniverseObject().SetUniverseObject("Logger")
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IUniverseObject desktopParent = universe.InstantiateUniverseObject().SetUniverseObject("Desktop");
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universe.InstantiateUniverseObject().SetUniverseObject("Desktop Inputs", desktopParent)
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.BehaviourController.AddBehaviour<DesktopInputs>();
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universe.InstantiateUniverseObject().SetUniverseObject("Visual Managers", desktopParent)
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.BehaviourController.AddBehaviour<DrawManager>()
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.BehaviourController.AddBehaviour<LoadContentManager>();
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.BehaviourController.AddBehaviour<DrawManager>();
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/* For Networking
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LiteNetLibClient client = universe.InstantiateUniverseObject().SetUniverseObject("Client").BehaviourController.AddBehaviour<LiteNetLibClient>();
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@@ -38,9 +31,24 @@ client.BehaviourController.AddBehaviour<NetworkManager>();
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universe.OnPreUpdate.AddOneTimeListener((_, _) => client.Connect("localhost", 8888));
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*/
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MyUniverse.Shared.UniverseSource.ApplyClient(universe);
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MyUniverse.Shared.UniverseSource.ApplyCore(universe);
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MyUniverse.Shared.UniverseSource.ApplyUniverse(universe);
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monoGameWindow.Graphics.GraphicsProfile = GraphicsProfile.HiDef;
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desktopParent.AddChild(universe.InstantiateUniverseObject().SetUniverseObject("Triangle Batcher").BehaviourController.AddBehaviour<Engine.Systems.Graphics.TriangleBatcher>().UniverseObject);
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monoGameWindow.Run();
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universe.Initialize();
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DateTime lastRun = DateTime.UtcNow;
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TimeSpan timeSinceStart = new(0);
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while (true)
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{
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DateTime now = DateTime.UtcNow;
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TimeSpan updateTimeSpan = now - lastRun;
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timeSinceStart += updateTimeSpan;
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universe.Update(new(timeSinceStart, updateTimeSpan));
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lastRun = now;
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System.Threading.Thread.Sleep(1);
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}
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