// Path: core/src/com/v5ent/game/utils/Resource.java
// public static final String ITEMS_TEXTURE_ATLAS_PATH = "items/items.pack";
// 
// Path: core/src/com/v5ent/game/utils/Resource.java
// public static final String STATUSUI_SKIN_PATH = "skins/statusui.json";
// 
// Path: core/src/com/v5ent/game/utils/Resource.java
// public static final String STATUSUI_TEXTURE_ATLAS_PATH = "skins/statusui.pack";


import java.util.HashMap;
import java.util.Map;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetErrorListener;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.MusicLoader;
import com.badlogic.gdx.assets.loaders.SoundLoader;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.MapProperties;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Disposable;
import static com.v5ent.game.utils.Resource.ITEMS_TEXTURE_ATLAS_PATH;
import static com.v5ent.game.utils.Resource.STATUSUI_SKIN_PATH;
import static com.v5ent.game.utils.Resource.STATUSUI_TEXTURE_ATLAS_PATH;
			String value = entry.getValue().toString();
			Texture atlas = assetManager.get(value);
			String attackFilePath = Resource.instance.fighters.get(key);
			Texture attackAtlas = null;
			if(attackFilePath!=null){
				attackAtlas = assetManager.get(attackFilePath);
			}
			// create game resource objects
			assetRoles.put(key,new AssetRole(atlas,attackAtlas));
		}
		for (Map.Entry<String, String> entry : Resource.instance.npcs.entrySet()) {
			String key = entry.getKey();
			String value = entry.getValue().toString();
			Texture atlas = assetManager.get(value);
			// create game resource objects
			assetRoles.put(key,new AssetRole(atlas,null));
		}
		for (Map.Entry<String, String> entry : Resource.instance.maps.entrySet()) {
			String key = entry.getKey();
			String value = entry.getValue().toString();
			TiledMap map = assetManager.get(value);
			// create game resource objects
			assetTiledMaps.put(key,new AssetTiledMap(map));
		}
		touch = new AssetTouch(assetManager.get(Resource.TOUCH,Texture.class));
		shadow = assetManager.get(Resource.SHADOW,Texture.class);
		selected = assetManager.get(Resource.SELECTED,Texture.class);
		hpBar = assetManager.get(Resource.HP_BAR,Texture.class);
		bar = assetManager.get(Resource.BAR,Texture.class);
		STATUSUI_TEXTUREATLAS = assetManager.get(STATUSUI_TEXTURE_ATLAS_PATH,TextureAtlas.class);
// Path: core/src/com/v5ent/game/utils/Resource.java
// public static final String ITEMS_TEXTURE_ATLAS_PATH = "items/items.pack";
// 
// Path: core/src/com/v5ent/game/utils/Resource.java
// public static final String STATUSUI_SKIN_PATH = "skins/statusui.json";
// 
// Path: core/src/com/v5ent/game/utils/Resource.java
// public static final String STATUSUI_TEXTURE_ATLAS_PATH = "skins/statusui.pack";


// Path: core/src/com/v5ent/game/utils/Assets.java
import java.util.HashMap;
import java.util.Map;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetErrorListener;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.MusicLoader;
import com.badlogic.gdx.assets.loaders.SoundLoader;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.MapProperties;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Disposable;
import static com.v5ent.game.utils.Resource.ITEMS_TEXTURE_ATLAS_PATH;
import static com.v5ent.game.utils.Resource.STATUSUI_SKIN_PATH;
import static com.v5ent.game.utils.Resource.STATUSUI_TEXTURE_ATLAS_PATH;

			String value = entry.getValue().toString();
			Texture atlas = assetManager.get(value);
			String attackFilePath = Resource.instance.fighters.get(key);
			Texture attackAtlas = null;
			if(attackFilePath!=null){
				attackAtlas = assetManager.get(attackFilePath);
			}
			// create game resource objects
			assetRoles.put(key,new AssetRole(atlas,attackAtlas));
		}
		for (Map.Entry<String, String> entry : Resource.instance.npcs.entrySet()) {
			String key = entry.getKey();
			String value = entry.getValue().toString();
			Texture atlas = assetManager.get(value);
			// create game resource objects
			assetRoles.put(key,new AssetRole(atlas,null));
		}
		for (Map.Entry<String, String> entry : Resource.instance.maps.entrySet()) {
			String key = entry.getKey();
			String value = entry.getValue().toString();
			TiledMap map = assetManager.get(value);
			// create game resource objects
			assetTiledMaps.put(key,new AssetTiledMap(map));
		}
		touch = new AssetTouch(assetManager.get(Resource.TOUCH,Texture.class));
		shadow = assetManager.get(Resource.SHADOW,Texture.class);
		selected = assetManager.get(Resource.SELECTED,Texture.class);
		hpBar = assetManager.get(Resource.HP_BAR,Texture.class);
		bar = assetManager.get(Resource.BAR,Texture.class);
		STATUSUI_TEXTUREATLAS = assetManager.get(STATUSUI_TEXTURE_ATLAS_PATH,TextureAtlas.class);
		ITEMS_TEXTUREATLAS = assetManager.get(ITEMS_TEXTURE_ATLAS_PATH,TextureAtlas.class);