Code structure cleanup.
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43
Assets/Cryville/Crtr/BuiltinResources.cs
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43
Assets/Cryville/Crtr/BuiltinResources.cs
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using Cryville.Crtr.Skin.Components;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cryville.Crtr {
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public static class BuiltinResources {
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public static Dictionary<string, Type> Components
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= new Dictionary<string, Type>();
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public static Dictionary<string, Shader> Shaders
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= new Dictionary<string, Shader>();
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public static Dictionary<string, Mesh> Meshes
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= new Dictionary<string, Mesh>();
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public static Dictionary<string, Material> Materials
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= new Dictionary<string, Material>();
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static bool loaded;
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public static void LoadDefault() {
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if (loaded) return;
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Components.Add("anim", typeof(SkinAnimation));
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Components.Add("image", typeof(SpritePlane));
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Components.Add("linesec", typeof(TrackLine));
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Components.Add("mesh", typeof(MeshBase));
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Components.Add("polysec", typeof(PolygonSGO));
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Components.Add("rect", typeof(SpriteRect));
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Components.Add("scale3", typeof(SpriteScale3));
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Components.Add("sec", typeof(SectionalGameObject));
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Components.Add("sprite", typeof(SpriteBase));
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Components.Add("text", typeof(SpriteText));
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Meshes.Add("quad", Resources.Load<Mesh>("Meshes/quad"));
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Meshes.Add("quad_scale3h", Resources.Load<Mesh>("Meshes/quad_scale3h"));
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Materials.Add("-SpriteMat", Resources.Load<Material>("Materials/SpriteMat"));
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Shaders.Add("default", Shader.Find("Sprites/Default"));
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Shaders.Add("additive", Shader.Find("Sprites/Additive"));
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loaded = true;
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}
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}
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}
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