蔚蓝数据包加载和解析位置

public static void Load()
		{
			if (!GFX.Loaded)
			{
				Stopwatch stopwatch = Stopwatch.StartNew();
				GFX.Game = Atlas.FromAtlas(Path.Combine("Graphics", "Atlases", "Gameplay"), Atlas.AtlasDataFormat.Packer);
				GFX.Opening = Atlas.FromAtlas(Path.Combine("Graphics", "Atlases", "Opening"), Atlas.AtlasDataFormat.PackerNoAtlas);
				GFX.Gui = Atlas.FromAtlas(Path.Combine("Graphics", "Atlases", "Gui"), Atlas.AtlasDataFormat.Packer);
				GFX.GuiSpriteBank = new SpriteBank(GFX.Gui, Path.Combine("Graphics", "SpritesGui.xml"));
				GFX.Misc = Atlas.FromAtlas(Path.Combine("Graphics", "Atlases", "Misc"), Atlas.AtlasDataFormat.PackerNoAtlas);
				GFX.Portraits = Atlas.FromAtlas(Path.Combine("Graphics", "Atlases", "Portraits"), Atlas.AtlasDataFormat.PackerNoAtlas);
				Draw.Particle = GFX.Game["util/particle"];
				Draw.Pixel = new MTexture(GFX.Game["util/pixel"], 1, 1, 1, 1);
				ParticleTypes.Load();
				GFX.ColorGrades = Atlas.FromDirectory(Path.Combine("Graphics", "ColorGrading"));
				GFX.MagicGlowNoise = VirtualContent.CreateTexture("glow-noise", 128, 128, Color.White);
				Color[] array = new Color[GFX.MagicGlowNoise.Width * GFX.MagicGlowNoise.Height];
				for (int i = 0; i < array.Length; i++)
				{
					array[i] = new Color(Calc.Random.NextFloat(), Calc.Random.NextFloat(), Calc.Random.NextFloat(), 0f);
				}
				GFX.MagicGlowNoise.Texture.SetData<Color>(array);
				Console.WriteLine(" - GFX LOAD: " + stopwatch.ElapsedMilliseconds + "ms");
			}
			GFX.Loaded = true;
		}

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