/// <summary>
        /// Precalculate and cache billboard scale for every record.
        /// This will change based on animation state and orientation.
        /// Cache this to array so it only needs to be calculated once.
        /// Also store number of frames for state animations.
        /// </summary>
        /// <param name="dfUnity">DaggerfallUnity singleton. Required for content readers and settings.</param>
        /// <param name="archive">Texture archive index derived from type and gender.</param>
        private void CacheRecordSizesAndFrames(DaggerfallUnity dfUnity, int archive)
        {
            // Open texture file
            string      path        = Path.Combine(dfUnity.Arena2Path, TextureFile.IndexToFileName(archive));
            TextureFile textureFile = new TextureFile(path, FileUsage.UseMemory, true);

            // Cache size and scale for each record
            summary.RecordSizes  = new Vector2[textureFile.RecordCount];
            summary.RecordFrames = new int[textureFile.RecordCount];
            for (int i = 0; i < textureFile.RecordCount; i++)
            {
                // Get size and scale of this texture
                DFSize size  = textureFile.GetSize(i);
                DFSize scale = textureFile.GetScale(i);

                // Set start size
                Vector2 startSize;
                startSize.x = size.Width;
                startSize.y = size.Height;

                // Apply scale
                Vector2 finalSize;
                int     xChange = (int)(size.Width * (scale.Width / BlocksFile.ScaleDivisor));
                int     yChange = (int)(size.Height * (scale.Height / BlocksFile.ScaleDivisor));
                finalSize.x = (size.Width + xChange);
                finalSize.y = (size.Height + yChange);

                // Set optional scale
                TextureReplacement.SetEnemyScale(archive, i, ref finalSize);

                // Store final size and frame count
                summary.RecordSizes[i]  = finalSize * MeshReader.GlobalScale;
                summary.RecordFrames[i] = textureFile.GetFrameCount(i);
            }
        }