//////////////// internal void PopulateNames() { var dict = new Dictionary <string, ISet <int> >(); for (int i = 1; i < NPCLoader.NPCCount; i++) { string name = Lang.GetNPCNameValue(i); if (dict.ContainsKey(name)) { dict[name].Add(i); } else { dict[name] = new HashSet <int>() { i }; } } this._NamesToIds = new ReadOnlyDictionaryOfSets <string, int>(dict); }
//////////////// internal void PopulateNames() { var dict = new Dictionary <string, ISet <int> >(); for (int i = 1; i < ProjectileLoader.ProjectileCount; i++) { string name = ProjectileAttributeHelpers.GetQualifiedName(i); if (dict.ContainsKey(name)) { dict[name].Add(i); } else { dict[name] = new HashSet <int>() { i }; } } this._DisplayNamesToIds = new ReadOnlyDictionaryOfSets <string, int>(dict); }
//////////////// internal void PopulateNames() { var dict = new Dictionary <string, ISet <int> >(); for (int i = 1; i < Main.buffTexture.Length; i++) { string name = Lang.GetBuffName(i); if (dict.ContainsKey(name)) { dict[name].Add(i); } else { dict[name] = new HashSet <int>() { i }; } } this._NamesToIds = new ReadOnlyDictionaryOfSets <string, int>(dict); }