using Logic; using TH1_Logic.Core; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace TH1Resource { /// /// 缓存所有 AnimationClip 的资源,避免多次 Resources.Load 调用。 /// 所有动画通过该类统一访问。 /// public class MatCache { private bool _initialized = false; // 提示气泡动画 public Material TH1URPShaders_Sprite_WhiteOverlay; public Material TH1URPShaders_Sprite_Glow; public Material TH1URPShaders_Default; //渐变色彩底板 public Material GradientBG_Green; public Material GradientBG_Blue; public Material GradientBG_Red; public void Init() { if (_initialized) return; TH1URPShaders_Sprite_WhiteOverlay = Resources.Load("Materials/TH1URPShaders_Sprite_WhiteOverlay"); TH1URPShaders_Default = GameObject.Find("Main")?.GetComponent
()?.URPDefaultMat; TH1URPShaders_Sprite_Glow = Resources.Load("Materials/TH1URPShaders_Sprite_Glow"); GradientBG_Green = Resources.Load("Materials/GradientBG_Green"); GradientBG_Red = Resources.Load("Materials/GradientBG_Red"); GradientBG_Blue = Resources.Load("Materials/GradientBG_Blue"); _initialized = true; } } }