#include "AttachmentUniqueRawLoaderT6.h" #include "AttachmentUniqueInfoStringLoaderT6.h" #include "Game/T6/ObjConstantsT6.h" #include "Game/T6/T6.h" #include "InfoString/InfoString.h" #include "Utils/Logging/Log.h" #include "Weapon/AttachmentUniqueCommon.h" #include #include #include using namespace T6; namespace { class RawLoader final : public AssetCreator { public: RawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) : m_search_path(searchPath), m_info_string_loader(memory, searchPath, zone) { } AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override { const auto fileName = attachment_unique::GetFileNameForAssetName(assetName); const auto file = m_search_path.Open(fileName); if (!file.IsOpen()) return AssetCreationResult::NoAction(); InfoString infoString; if (!infoString.FromStream(INFO_STRING_PREFIX_WEAPON_ATTACHMENT_UNIQUE, *file.m_stream)) { con::error("Could not parse as info string file: \"{}\"", fileName); return AssetCreationResult::Failure(); } return m_info_string_loader.CreateAsset(assetName, infoString, context); } private: ISearchPath& m_search_path; attachment_unique::InfoStringLoaderT6 m_info_string_loader; }; } // namespace namespace attachment_unique { std::unique_ptr> CreateRawLoaderT6(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) { return std::make_unique(memory, searchPath, zone); } } // namespace attachment_unique