protected virtual void LoadReferenceLists()
{
// We use absolute paths for some of the .dlls and .exes
// because if we don't, then Glue looks for them in the Startup
// path, which could depend on whether Glue is launched from a shortcut
// or not - this is really common for released versions.
string executablePath = FileManager.GetDirectory(System.Reflection.Assembly.GetAssembly(typeof(PluginManagerBase)).Location);
//Load Internal List
AddIfExists(executablePath + "EditorObjectsXna.dll");
AddIfExists(executablePath + "FlatRedBall.dll");
AddIfExists(executablePath + "FlatRedBall.Plugin.dll");
AddIfExists(executablePath + "GlueSaveClasses.dll");
AddIfExists(executablePath + "Glue.exe");
AddIfExists(executablePath + "GlueView.exe");
AddIfExists(executablePath + "GluxViewManager.dll");
AddIfExists(executablePath + "Ionic.Zip.dll");
// I think this is automatcially handled by Glue
//AddIfExists(executablePath + "InteractiveInterface.dll");
mReferenceListInternal.Add("Microsoft.CSharp.dll");
mReferenceListInternal.Add("System.dll");
mReferenceListInternal.Add("System.ComponentModel.Composition.dll");
mReferenceListInternal.Add("System.Core.dll");
mReferenceListInternal.Add("System.Data.dll");
mReferenceListInternal.Add("System.Data.DataSetExtensions.dll");
mReferenceListInternal.Add("System.Drawing.dll");
mReferenceListInternal.Add("System.Windows.Forms.dll");
mReferenceListInternal.Add("System.Xml.dll");
mReferenceListInternal.Add("System.Xml.Linq.dll");
mReferenceListLoaded.Add("Microsoft.Xna.Framework.dll");
mReferenceListLoaded.Add("Microsoft.Xna.Framework.Graphics.dll");
mReferenceListLoaded.Add("Microsoft.Xna.Framework.Game.dll");
mReferenceListLoaded.Add("Microsoft.Xna.Framework.Content.Pipeline.dll");
}