#pragma once #include //#include #include "DefaultTextureResource.h" class SDefaultTextureResourceDB { private: KHash< DefaultTextureResourceforGame*, hashPr_mod_int> m_hashDefaultTextureResource; void Init(); void Load(); void Destroy(); public: const char* GetTextureName( int nGroup, int nIndex, int nRace, int nSex ); int GetIconID( int nGroup, int nIndex, int nRace, int nSex ); int GetTextureResourceCount() { return m_vDefaultTextureList.size();} const char* GetTextureName( int nGroup, int nRace, int nSex ); int GetIconID( int nGroup, int nRace, int nSex ); int GetTextureIndex( int nGroup ); // 2010.04.22 - prodongi // void SetDecoTextureName( std::string strName ) { m_nStrDecoTextureName = strName; } // std::string GetDecoTextureName() { return m_nStrDecoTextureName; } // 2010.04.22 - prodongi // void SetDecoIndex( int nIndex ) { m_nDecoIndex = nIndex; } // int GetDecoIndex() { return m_nDecoIndex; } public: SDefaultTextureResourceDB(); ~SDefaultTextureResourceDB(); std::vector< DefaultTextureResourceforGame* > m_vDefaultTextureList; // 2010.04.22 아바타의 데코 텍스춰 이름으로 쓰인거 같은데,, 각 아바타별로 저장되는게 맞는 듯 하다 - prodongi //std::string m_nStrDecoTextureName; // 2010.04.22 SSelectedAvatarInfo로 뺌 - prodongi //int m_nDecoIndex; public: static SDefaultTextureResourceDB* m_pThis; }; SDefaultTextureResourceDB & GetDefaultTextureResourceDB();