/// <summary> /// This creates all of the managers that will be handling the 2013.2 engine specific data /// </summary> /// <param name="p_Message">Ignored</param> private void Mount2014_3Branch() { LayoutManager = new LayoutManager(this); ContentManager = new ContentManager(this); SuperbundleManager = new SuperbundleManager(this); BundleManager = new BundleManager(this); }
/// <summary> /// OnMountBaseGame is called when Rime is requesting to mount a Frostbite Engine game /// This function must check the version number, and ignore if they don't match or handle the mounting /// </summary> /// <param name="p_RimeMessage">MountBaseGameMessage</param> private void OnMountBaseGame(RimeMessage p_RimeMessage) { var s_Message = (MountBaseGameMessage)p_RimeMessage; // Version check if (s_Message.Engine != EngineType.Frostbite2013_2) { return; } // Load the necessary bindings. ContainerRegistry.ClearRegistry(); // TODO: Mounting bindings per-game (should this be done in another plugin?) // Create our new managers to handle Frostbite 2013.2 content Mount2014_3Branch(); // Figure out the layout of the game LayoutManager.DiscoverLayout(); // Mount the Content Addressable Storage ContentManager.MountBaseContent(); // Mount the superbundles SuperbundleManager.MountSuperbundles(); }