Refactor asset loading in EditorManager to iterate over active editors; streamline loading process for better scalability and maintainability.
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@@ -551,8 +551,9 @@ absl::Status EditorManager::LoadAssets() {
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auto &sheet_manager = GraphicsSheetManager::GetInstance();
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ASSIGN_OR_RETURN(*sheet_manager.mutable_gfx_sheets(),
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LoadAllGraphicsData(*current_rom_));
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RETURN_IF_ERROR(current_editor_set_->overworld_editor_.Load());
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RETURN_IF_ERROR(current_editor_set_->dungeon_editor_.Load());
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for (auto &editor : current_editor_set_->active_editors_) {
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RETURN_IF_ERROR(editor->Load());
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}
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return absl::OkStatus();
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}
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@@ -140,14 +140,6 @@ class EditorSet {
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MemoryEditorWithDiffChecker memory_editor_;
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std::vector<Editor*> active_editors_;
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void CleanupUnusedTextures(uint64_t current_time, uint64_t timeout) {
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if (active_editors_.size() > 0) {
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for (auto editor : active_editors_) {
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editor->CleanupUnusedTextures(current_time, timeout);
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}
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}
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}
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};
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} // namespace editor
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