-- Query only six paths from the captured table, one per heartbeat. No loading. do local function capture() local s=_G.__gacGachaAssetExists1 or {index=1};_G.__gacGachaAssetExists1=s local paths={ 'UI/Drawcard/GachaPanel/StandardGacha_1001.prefab', 'UI/Drawcard/GachaPanel/NoviceGacha_4001.prefab', 'UI/Drawcard/GachaPanelLimited/AvatarGacha_1102.prefab', 'UI/Drawcard/GachaPanelLimited/LightConeGacha_23001.prefab', 'UI/Drawcard/GachaPanelLimited/AvatarGacha_1204.prefab', 'UI/Drawcard/GachaPanelLimited/LightConeGacha_23010.prefab' } if s.index>#paths then return end local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager) if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end local path=paths[s.index];s.index=s.index+1 local result=CS.RPG.Client.GlobalVars.s_AssetMgr:Exists(path) CS.UnityEngine.Debug.Log('[GAC_GACHA_ASSET_EXISTS] '..path..' '..tostring(result)) if s.index>#paths then CS.UnityEngine.Debug.Log('[GAC_GACHA_ASSET_EXISTS] END')end end;local ok,e=pcall(capture);if not ok then _G.__gacGachaAssetExists1={index=99};CS.UnityEngine.Debug.Log('[GAC_GACHA_ASSET_EXISTS] ERROR '..tostring(e))end end