#pragma once #include "AssetLoading/IAssetLoader.h" #include "Game/T6/T6.h" #include "IObjLoader.h" #include "ObjContainer/SoundBank/SoundBank.h" #include "SearchPath/ISearchPath.h" #include #include #include #include #include namespace T6 { class ObjLoader final : public IObjLoader { public: ObjLoader(); void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override; void UnloadContainersOfZone(Zone& zone) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override; bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override; void FinalizeAssetsForZone(AssetLoadingContext& context) const override; private: static bool VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank); static SoundBank* LoadSoundBankForZone(ISearchPath& searchPath, const std::string& soundBankFileName, Zone& zone); static void LoadSoundBankFromLinkedInfo(ISearchPath& searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank& sndBankLinkedInfo, Zone& zone, std::set& loadedBanksForZone, std::stack& dependenciesToLoad); static void LoadSoundBanksFromAsset(ISearchPath& searchPath, const SndBank& sndBank, Zone& zone, std::set& loadedBanksForZone); static void LoadIPakForZone(ISearchPath& searchPath, const std::string& ipakName, Zone& zone); static void LoadCommonIPaks(ISearchPath& searchPath, Zone& zone); static bool IsMpZone(const Zone& zone); static bool IsZmZone(const Zone& zone); std::unordered_map> m_asset_loaders_by_type; }; } // namespace T6