/* * Loads the sprite data and index files from the cache location. * This can be edited to use an archive such as config or media to load from the cache. * * @param archive */ public static void loadSprites(StreamLoader streamLoader) { //try { RS2Sharp.Stream index = new RS2Sharp.Stream(UnityClient.ReadAllBytes(signlink.findcachedir() + "sprites.idx")); RS2Sharp.Stream data = new RS2Sharp.Stream(UnityClient.ReadAllBytes(signlink.findcachedir() + "sprites.dat")); DataInputStream indexFile = new DataInputStream(new Ionic.Zlib.GZipStream(new MemoryStream(index.buffer), Ionic.Zlib.CompressionMode.Decompress)); DataInputStream dataFile = new DataInputStream(new Ionic.Zlib.GZipStream(new MemoryStream(data.buffer), Ionic.Zlib.CompressionMode.Decompress)); int totalSprites = indexFile.ReadInt(); UnityEngine.Debug.Log("Sprites loaded: " + totalSprites); if (cache == null) { cache = new SpriteLoader[totalSprites]; sprites = new Sprite[totalSprites]; } for (int i = 0; i < totalSprites; i++) { int id = indexFile.ReadInt(); if (cache[id] == null) { cache[id] = new SpriteLoader(); } cache[id].readValues(indexFile, dataFile); createSprite(cache[id]); } //indexFile.Close(); //dataFile.Close(); //} catch (Exception e) { // e.printStackTrace(); //} }