public static void LoadAll() { var sw = System.Diagnostics.Stopwatch.StartNew(); Translation.Load(); SoundInfo.Load(); SoundEnvironment.Load(); ObjectInfo.Load(); BodyLoc.Load(); ExpTable.Load(); LevelType.Load(); LevelWarpInfo.Load(); LevelPreset.Load(); LevelMazeInfo.Load(); LevelInfo.Load(); OverlayInfo.Load(); MissileInfo.Load(); ItemStat.Load(); ItemRatio.Load(); ItemType.Load(); ItemPropertyInfo.Load(); ItemSet.Load(); UniqueItem.Load(); SetItem.Load(); TreasureClass.Load(); MagicAffix.Load(); CharStatsInfo.Load(); MonLvl.Load(); MonPreset.Load(); MonSound.Load(); MonStatsExtended.Load(); MonStat.Load(); SuperUnique.Load(); SkillDescription.Load(); SkillInfo.Load(); SpawnPreset.Load(); StateInfo.Load(); Debug.Log("All txt files loaded in " + sw.ElapsedMilliseconds + " ms"); }
/// <summary> /// Creates a new sound based with a particular name. /// If one already exists, returns the existing ID. /// </summary> /// <param name="fileName"></param> /// <returns></returns> public int CreateSound(string name) { // See if this texture has already been recorded SoundInfo soundInfo = null; int maxID = 0; foreach (SoundInfo info in mSounds) { if (info.Name == name) { soundInfo = info; break; } if (info.ID > maxID) { maxID = info.ID; } } // If the texture has not been recorded, do so now. if (soundInfo == null) { // Open succeeded, now record the info. soundInfo = new SoundInfo(); soundInfo.ID = maxID + 1; soundInfo.Name = name; if (!soundInfo.Load()) { return(-1); } mSounds.Add(soundInfo); } return(soundInfo.ID); }