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