Only reload sprites on theatre change; kill cruft

This commit is contained in:
Paul Chote
2010-08-21 20:34:59 +12:00
parent 9db92ed8ba
commit 49f2bfb460
2 changed files with 13 additions and 23 deletions

View File

@@ -40,22 +40,27 @@ namespace OpenRA
return paths.Select(p => new MapStub(new Folder(p))).ToDictionary(m => m.Uid);
}
string cachedTheatre = null;
public Map PrepareMap(string uid)
{
if (!AvailableMaps.ContainsKey(uid))
throw new InvalidDataException("Invalid map uid: {0}".F(uid));
Timer.Time("----PrepareMap");
var map = new Map(AvailableMaps[uid].Package);
Timer.Time( "Map: {0}" );
if (!AvailableMaps.ContainsKey(uid))
throw new InvalidDataException("Invalid map uid: {0}".F(uid));
Rules.LoadRules(Manifest, map);
Timer.Time( "Rules: {0}" );
SpriteSheetBuilder.Initialize( Rules.TileSets[map.Tileset] );
SequenceProvider.Initialize(Manifest.Sequences);
Timer.Time("SSB, SeqProv: {0}");
if (map.Theater != cachedTheatre)
{
SpriteSheetBuilder.Initialize( Rules.TileSets[map.Tileset] );
SequenceProvider.Initialize(Manifest.Sequences);
Timer.Time("SSB, SeqProv: {0}");
cachedTheatre = map.Theater;
}
Timer.Time("----end PrepareMap");
return map;
}
}