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Finalize menu assets after loading all assets
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@ -1,7 +1,7 @@
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#include "AssetLoadingManager.h"
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#include <iostream>
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AssetLoadingManager::AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context):
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AssetLoadingManager::AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context):
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m_asset_loaders_by_type(assetLoadersByType),
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m_context(context),
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m_last_dependency_loaded(nullptr)
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@ -1,5 +1,5 @@
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#pragma once
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#include <unordered_map>
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#include <map>
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#include "AssetLoadingContext.h"
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#include "IAssetLoader.h"
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@ -7,7 +7,7 @@
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class AssetLoadingManager final : public IAssetLoadingManager
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{
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const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& m_asset_loaders_by_type;
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const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& m_asset_loaders_by_type;
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AssetLoadingContext& m_context;
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XAssetInfoGeneric* m_last_dependency_loaded;
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@ -17,7 +17,7 @@ class AssetLoadingManager final : public IAssetLoadingManager
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XAssetInfoGeneric* AddAsset(asset_type_t assetType, const std::string& assetName, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone);
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public:
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AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
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AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
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bool LoadAssetFromLoader(asset_type_t assetType, const std::string& assetName);
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@ -45,4 +45,9 @@ public:
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{
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return false;
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}
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virtual void FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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// Do nothing by default
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}
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};
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