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#include "assets.h"
const char textureAssetPaths[TEXTURE_ASSET_COUNT][ASSET_PATH_MAX] = {
"/home/nathan/Documents/KillaFacsista/assets/icon.png",
"/home/nathan/Documents/KillaFacsista/assets/icon128.png",
"/home/nathan/Documents/KillaFacsista/assets/icon64.png"
};
const char modelAssetPaths[MODEL_ASSET_COUNT][ASSET_PATH_MAX] = {
"/home/nathan/Documents/KillaFacsista/assets/antifaShip.obj",
"/home/nathan/Documents/KillaFacsista/assets/soldato.obj",
"/home/nathan/Documents/KillaFacsista/assets/caporale.obj",
"/home/nathan/Documents/KillaFacsista/assets/sergente.obj",
"/home/nathan/Documents/KillaFacsista/assets/maresciallo.obj",
"/home/nathan/Documents/KillaFacsista/assets/generale.obj",
"/home/nathan/Documents/KillaFacsista/assets/mussolini.obj",
"/home/nathan/Documents/KillaFacsista/assets/guidedMissile.obj",
"/home/nathan/Documents/KillaFacsista/assets/missile.obj"
};
void LoadAssets(Assets * assets) {
int i;
// Textures.
for (i = 0; i < TEXTURE_ASSET_COUNT; ++i)
assets->textures[i] = LoadTexture(textureAssetPaths[i]);
// Models.
for (i = 0; i < MODEL_ASSET_COUNT; ++i)
assets->models[i] = LoadModel(modelAssetPaths[i]);
TraceLog(LOG_INFO, "Assets loaded");
}
void unloadAssets(Assets * assets) {
int i;
// Textures.
for (i = 0; i < TEXTURE_ASSET_COUNT; ++i)
UnloadTexture(assets->textures[i]);
// Models.
for (i = 0; i < MODEL_ASSET_COUNT; ++i)
UnloadModel(assets->models[i]);
TraceLog(LOG_INFO, "Assets unloaded");
}
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