using System; using Cute; using UnityEngine; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.Resource; public interface IBattleResourceMgr { VfxBase LoadSleeveMaterial(long sleeveId, bool isPlayer); Material GetSleeveMaterial(bool isPlayer); VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action); VfxBase LoadAsset(string fullPath, Action action); VfxBase LoadCardImageMaterial(int cardId, bool isEvolution, bool isFollower); Material GetCardImageMaterial(int cardId, bool isEvolution, bool isFollower); VfxBase UnloadCardImageMaterial(int cardId, bool isEvolution, bool isFollower); VfxBase LoadEffectBattle(string objectFullPath, string objectPath, string sePath); void AddEffectBattleInfoDictionary(string objectPath, string sePath); void SetEffectBattleInfoDictionary(string objectPath, string objectFullPath); VfxBase DecrementEffectBattleRefCount(string objectPath); void UnloadEffectBattle(); VfxBase LoadAndCreateEffectBattleInstance(string objectPath, EffectMgr.EngineType engineType, string sePath, Action loadEndCallback); void DestroyEffectBattleInstance(EffectBattle effectBattle); VfxBase LoadRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard = false); Material GetRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard = false); void LoadChoiceBraveCardMesh(); Mesh GetChoiceBraveCardMesh(bool isLow); VfxBase LoadShardObject(string path, bool isAddUIContainer); GameObject GetSharedObject(string path); GameObject InstantiateSharedObject(string path); void Dispose(); }