Refactor asset loading in EditorManager to iterate over active editors; streamline loading process for better scalability and maintainability.
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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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