public static void LoadContentLists() { try { ClearLists(); #region Paths string[] Paths = new string[] { Settings.Paths.EngineContentPath, Settings.Paths.GameDataPath }; string[] MaterialsConfigs = new string[] { Settings.Paths.ContentFiles.EngineMaterials, Settings.Paths.ContentFiles.Materials }; string[] MeshesConfigs = new string[] { Settings.Paths.ContentFiles.EngineMeshes, Settings.Paths.ContentFiles.Meshes }; string[] ShadersConfigs = new string[] { Settings.Paths.ContentFiles.EngineShaders, Settings.Paths.ContentFiles.Shaders }; string[] TexturesConfigs = new string[] { Settings.Paths.ContentFiles.EngineTextures, Settings.Paths.ContentFiles.Textures }; string[] CubemapTexturesConfigs = new string[] { Settings.Paths.ContentFiles.EngineCubemapTextures, Settings.Paths.ContentFiles.CubemapTextures }; string[] MapsPaths = new string[] { Settings.Paths.EngineMaps, Settings.Paths.Maps }; string[] MeshesPaths = new string[] { Settings.Paths.EngineMeshes, Settings.Paths.Meshes }; string[] ShadersPaths = new string[] { Settings.Paths.EngineShaders, Settings.Paths.Shaders }; string[] TexturesPaths = new string[] { Settings.Paths.EngineTextures, Settings.Paths.Textures }; string[] CubemapTexturesPaths = new string[] { Settings.Paths.EngineCubemapTextures, Settings.Paths.CubemapTextures }; #endregion #region Load Lists ClearLists(); for (int i = 0; i < Paths.Length; i++) { bool EngineContent = false; if (i == 0) { EngineContent = true; } Textures.LoadTexturesList(TexturesConfigs[i], TexturesPaths[i], EngineContent); } for (int i = 0; i < Paths.Length; i++) { bool EngineContent = false; if (i == 0) { EngineContent = true; } Textures.LoadCubemapTexturesList(CubemapTexturesConfigs[i], CubemapTexturesPaths[i], EngineContent); } for (int i = 0; i < Paths.Length; i++) { bool EngineContent = false; if (i == 0) { EngineContent = true; } Shaders.LoadShadersList(ShadersConfigs[i], ShadersPaths[i], EngineContent); } for (int i = 0; i < Paths.Length; i++) { bool EngineContent = false; if (i == 0) { EngineContent = true; } Materials.LoadMaterialsList(MaterialsConfigs[i], EngineContent); } for (int i = 0; i < Paths.Length; i++) { bool EngineContent = false; if (i == 0) { EngineContent = true; } Meshes.LoadMeshesList(MeshesConfigs[i], MeshesPaths[i], EngineContent); } for (int i = 0; i < Paths.Length; i++) { bool EngineContent = false; if (i == 0) { EngineContent = true; } Maps.LoadMapList(MapsPaths[i], EngineContent); } #endregion } catch (Exception e) { Log.WriteLineRed("Engine.LoadContentLists() Exception."); Log.WriteLineYellow(e.Message); } }