/// <summary> /// Get the factory for generating cache file resource definitions /// </summary> /// <returns></returns> /// <remarks> /// If the implementing platform (ie, engine) requires different definitions, override /// this function and return the correct factory class. /// </remarks> public virtual Tags.CacheFileResourceDefinitionFactory GetCacheFileResourceDefinitionFactory() { if (cacheFileResourceDefinitionFactory == null) { // Currently, I haven't seen anything in ODST or Reach which is different from the code I made // for Halo 3, so the default factory implementation should be good for them all cacheFileResourceDefinitionFactory = new Tags.CacheFileResourceDefinitionFactory(); } return(cacheFileResourceDefinitionFactory); }
/// <summary> /// Get the factory for generating cache file resource definitions /// </summary> /// <returns></returns> /// <remarks> /// If the implementing platform (ie, engine) requires different definitions, override /// this function and return the correct factory class. /// </remarks> public virtual Tags.CacheFileResourceDefinitionFactory GetCacheFileResourceDefinitionFactory() { if (cacheFileResourceDefinitionFactory == null) // Currently, I haven't seen anything in ODST or Reach which is different from the code I made // for Halo 3, so the default factory implementation should be good for them all cacheFileResourceDefinitionFactory = new Tags.CacheFileResourceDefinitionFactory(); return cacheFileResourceDefinitionFactory; }