Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
477 lines
14 KiB
C#
477 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class UIAtlasManager
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{
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public enum AssetBundleNames
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{
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MypageComon,
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Battle,
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BattleLang,
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RoomMatch,
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AreaSelect,
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DeckEdit,
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Arena,
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Gacha,
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Profile,
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Ranking,
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Friend,
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CardFrame,
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CardFramePhantom,
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Tournament,
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Quest,
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Scenario,
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Bingo,
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RedEtherCampaign,
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NeutralPopularityVote,
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BossRush,
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Max
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}
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private List<UIAtlas> _atlasList = new List<UIAtlas>();
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private List<UIAtlas> _residentAtlasList = new List<UIAtlas>();
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private List<string> _loadPath;
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private bool _isLoadFinish;
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private HashSet<AssetBundleNames> _loadedAtlasHash = new HashSet<AssetBundleNames>();
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private bool IsTutorialFinish()
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{
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if (Data.Load != null && Data.Load.data != null && Data.Load.data._userTutorial.tutorial_step != 100)
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{
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return true;
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}
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return false;
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}
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public void LoadCurrentScene(Action callback = null)
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{
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if (_isLoadFinish && callback != null)
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{
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callback();
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return;
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}
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if (_loadPath == null)
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{
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_loadPath = new List<string>();
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_atlasList = new List<UIAtlas>();
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}
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else
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{
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_loadPath.Clear();
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_atlasList.Clear();
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}
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HashSet<AssetBundleNames> assetBundleNameSet = GetLoadTargetSet(UIManager.GetInstance().GetCurrentScene());
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if (IsTutorialFinish())
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{
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assetBundleNameSet.Add(AssetBundleNames.AreaSelect);
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assetBundleNameSet.Add(AssetBundleNames.Battle);
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}
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UpdateAssetPathFromAssetBundleNames(assetBundleNameSet);
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UIManager.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadPath, delegate
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{
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foreach (AssetBundleNames item in assetBundleNameSet)
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{
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UnityEngine.Object listData = Toolbox.ResourcesManager.LoadObject<GameObject>(GetAtlasPath(item, null, isload: true));
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AddAssetObjList(listData);
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}
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_isLoadFinish = true;
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foreach (AssetBundleNames item2 in assetBundleNameSet)
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{
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_loadedAtlasHash.Add(item2);
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}
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if (callback != null)
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{
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callback();
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}
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}));
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}
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public void RemoveSceneAtlas(UIManager.ViewScene inLeaveScene)
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{
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HashSet<AssetBundleNames> loadTargetSet = GetLoadTargetSet(inLeaveScene);
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HashSet<AssetBundleNames> hashSet = new HashSet<AssetBundleNames>(_loadedAtlasHash);
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hashSet.ExceptWith(loadTargetSet);
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List<string> list = new List<string>(hashSet.ToList().Count);
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foreach (AssetBundleNames item in hashSet)
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{
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list.Add(GetAtlasPath(item, null));
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}
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if (list.Count != 0)
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(list);
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}
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foreach (AssetBundleNames loop_name in hashSet)
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{
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_loadedAtlasHash.RemoveWhere((AssetBundleNames x) => (x == loop_name) ? true : false);
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}
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}
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public string GetAtlasPath(AssetBundleNames assetname, string singlebundlename = "", bool isload = false)
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{
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string result = "";
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if (isload)
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{
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if (string.IsNullOrEmpty(singlebundlename))
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{
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switch (assetname)
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{
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case AssetBundleNames.MypageComon:
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result = "Ui/TextureAtlas/MyPageSubTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.Battle:
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result = "Ui/TextureAtlas/BattleTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.BattleLang:
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result = "Uilang/TextureAtlas/BattleLangTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.RoomMatch:
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result = "Ui/TextureAtlas/RoomMatchAtlas/" + assetname;
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break;
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case AssetBundleNames.AreaSelect:
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result = "Ui/TextureAtlas/AreaSelectTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.DeckEdit:
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result = "Ui/TextureAtlas/DeckEditTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.Arena:
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result = "Ui/TextureAtlas/ArenaTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.Gacha:
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result = "Ui/TextureAtlas/GachaTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.Profile:
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result = "Ui/TextureAtlas/Profile/" + assetname;
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break;
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case AssetBundleNames.Ranking:
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result = "Ui/TextureAtlas/Ranking/" + assetname;
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break;
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case AssetBundleNames.Friend:
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result = "Ui/TextureAtlas/Friend/" + assetname;
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break;
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case AssetBundleNames.CardFrame:
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result = "Ui/TextureAtlas/CardFrame/" + assetname;
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break;
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case AssetBundleNames.CardFramePhantom:
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result = "Ui/TextureAtlas/CardFramePhantom/" + assetname;
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break;
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case AssetBundleNames.Tournament:
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result = "Ui/TextureAtlas/Tournament/" + assetname;
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break;
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case AssetBundleNames.Quest:
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result = "Ui/TextureAtlas/Quest/" + assetname;
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break;
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case AssetBundleNames.Scenario:
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result = "Ui/TextureAtlas/Scenario/" + assetname;
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break;
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case AssetBundleNames.Bingo:
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result = "Ui/TextureAtlas/BingoTextureAtlas/" + assetname;
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break;
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case AssetBundleNames.RedEtherCampaign:
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result = "Ui/TextureAtlas/RedEtherCampaign/" + assetname;
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break;
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case AssetBundleNames.NeutralPopularityVote:
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result = $"Ui/TextureAtlas/PopularityVote/{assetname}";
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break;
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case AssetBundleNames.BossRush:
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result = $"Ui/TextureAtlas/BossRush/{assetname}";
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break;
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}
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}
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else
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{
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switch (assetname)
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{
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case AssetBundleNames.MypageComon:
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result = "Ui/TextureAtlas/MyPageSubTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Battle:
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result = "Ui/TextureAtlas/BattleTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.BattleLang:
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result = "Uilang/TextureAtlas/BattleLangTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.RoomMatch:
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result = "Ui/TextureAtlas/RoomMatchAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.AreaSelect:
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result = "Ui/TextureAtlas/AreaSelectTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Arena:
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result = "Ui/TextureAtlas/ArenaTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Gacha:
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result = "Ui/TextureAtlas/GachaTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Profile:
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result = "Ui/TextureAtlas/Profile/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Ranking:
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result = "Ui/TextureAtlas/Ranking/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Friend:
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result = "Ui/TextureAtlas/Friend/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Tournament:
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result = "Ui/TextureAtlas/Tournament/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Quest:
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result = "Ui/TextureAtlas/Quest/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Scenario:
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result = "Ui/TextureAtlas/Scenario/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.Bingo:
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result = "Ui/TextureAtlas/BingoTextureAtlas/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.RedEtherCampaign:
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result = "Ui/TextureAtlas/RedEtherCampaign/" + singlebundlename.ToString();
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break;
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case AssetBundleNames.NeutralPopularityVote:
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result = "Ui/TextureAtlas/PopularityVote/" + singlebundlename;
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break;
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case AssetBundleNames.BossRush:
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result = "Ui/TextureAtlas/BossRush/" + singlebundlename;
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break;
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}
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}
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}
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else
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{
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string text = "ui_";
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string text2 = "";
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if (string.IsNullOrEmpty(singlebundlename))
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{
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if (assetname == AssetBundleNames.BattleLang)
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{
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text = "uilang_";
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}
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text2 = assetname.ToString().ToLower();
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}
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else
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{
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if (singlebundlename.ToString().ToLower().Contains("battlelang"))
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{
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text = "uilang_";
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}
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text2 = singlebundlename.ToString().ToLower();
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}
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result = text + text2 + ".unity3d";
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}
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return result;
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}
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public void AddResidentAtlas(AssetBundleNames atlasName)
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{
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string atlasPath = GetAtlasPath(atlasName, null, isload: true);
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UIAtlas component = Toolbox.ResourcesManager.LoadObject<GameObject>(atlasPath).GetComponent<UIAtlas>();
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_residentAtlasList.Add(component);
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}
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public void RemoveResidentAtlas(AssetBundleNames atlasName)
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{
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string name = atlasName.ToString();
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int num = _residentAtlasList.FindIndex((UIAtlas atlas) => atlas.name == name);
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if (num < 0)
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{
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Debug.LogError("not found in resident atlas list : " + name);
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}
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else
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{
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_residentAtlasList.RemoveAt(num);
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}
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}
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private HashSet<AssetBundleNames> GetLoadTargetSet(UIManager.ViewScene scene)
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{
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HashSet<AssetBundleNames> hashSet = new HashSet<AssetBundleNames>();
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switch (scene)
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{
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case UIManager.ViewScene.MyPage:
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hashSet.Add(AssetBundleNames.MypageComon);
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break;
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case UIManager.ViewScene.Battle:
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case UIManager.ViewScene.RankMatch:
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hashSet.Add(AssetBundleNames.Battle);
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hashSet.Add(AssetBundleNames.BattleLang);
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hashSet.Add(AssetBundleNames.Arena);
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break;
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case UIManager.ViewScene.Room:
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hashSet.Add(AssetBundleNames.RoomMatch);
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break;
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case UIManager.ViewScene.StorySelectPage:
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case UIManager.ViewScene.StorySelectionWorld:
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case UIManager.ViewScene.AreaSelect:
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case UIManager.ViewScene.StoryChapterSelectionFlowChart:
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hashSet.Add(AssetBundleNames.AreaSelect);
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break;
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case UIManager.ViewScene.RedEtherCampaignLobby:
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hashSet.Add(AssetBundleNames.AreaSelect);
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hashSet.Add(AssetBundleNames.RedEtherCampaign);
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break;
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case UIManager.ViewScene.DeckCardEdit:
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case UIManager.ViewScene.CardAllList:
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case UIManager.ViewScene.CardDestruct:
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case UIManager.ViewScene.SealedDeckEdit:
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hashSet.Add(AssetBundleNames.DeckEdit);
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break;
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case UIManager.ViewScene.TwoPick:
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hashSet.Add(AssetBundleNames.MypageComon);
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hashSet.Add(AssetBundleNames.Arena);
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break;
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case UIManager.ViewScene.Sealed:
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case UIManager.ViewScene.Colosseum:
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case UIManager.ViewScene.CompetitionLobby:
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hashSet.Add(AssetBundleNames.Arena);
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break;
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case UIManager.ViewScene.SealedCardPackOpen:
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case UIManager.ViewScene.Gacha:
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case UIManager.ViewScene.BuildDeckPurchasePage:
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case UIManager.ViewScene.CardSleevePurchasePage:
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case UIManager.ViewScene.ClassSkinPurchasePage:
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hashSet.Add(AssetBundleNames.Gacha);
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break;
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case UIManager.ViewScene.Bingo:
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hashSet.Add(AssetBundleNames.Bingo);
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hashSet.Add(AssetBundleNames.Quest);
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break;
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case UIManager.ViewScene.Profile:
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case UIManager.ViewScene.CrossoverPortal:
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hashSet.Add(AssetBundleNames.Profile);
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break;
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case UIManager.ViewScene.Ranking:
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hashSet.Add(AssetBundleNames.Ranking);
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break;
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case UIManager.ViewScene.Gathering:
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hashSet.Add(AssetBundleNames.Friend);
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hashSet.Add(AssetBundleNames.Ranking);
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hashSet.Add(AssetBundleNames.Tournament);
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break;
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case UIManager.ViewScene.Guild:
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case UIManager.ViewScene.Friend:
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hashSet.Add(AssetBundleNames.Friend);
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hashSet.Add(AssetBundleNames.Ranking);
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break;
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case UIManager.ViewScene.LotteryPage:
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hashSet.Add(AssetBundleNames.Arena);
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hashSet.Add(AssetBundleNames.Quest);
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break;
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case UIManager.ViewScene.QuestSelectionPage:
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hashSet.Add(AssetBundleNames.Quest);
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hashSet.Add(AssetBundleNames.BossRush);
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break;
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case UIManager.ViewScene.Scenario:
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case UIManager.ViewScene.Scenario2:
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hashSet.Add(AssetBundleNames.Scenario);
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break;
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case UIManager.ViewScene.NeutralPopularityVote:
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hashSet.Add(AssetBundleNames.NeutralPopularityVote);
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break;
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case UIManager.ViewScene.BossRushLobby:
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hashSet.Add(AssetBundleNames.BossRush);
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hashSet.Add(AssetBundleNames.Arena);
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hashSet.Add(AssetBundleNames.Quest);
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break;
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case UIManager.ViewScene.FreePackCampaign:
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hashSet.Add(AssetBundleNames.Arena);
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break;
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}
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return hashSet;
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}
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private void UpdateAssetPathFromAssetBundleNames(HashSet<AssetBundleNames> assetBundleNameSet)
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{
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_loadPath.Clear();
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foreach (AssetBundleNames item in assetBundleNameSet)
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{
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string atlasPath = GetAtlasPath(item);
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_loadPath.Add(atlasPath);
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}
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}
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private void AddAssetObjList(UnityEngine.Object listData)
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{
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try
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{
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UIAtlas component = ((GameObject)listData).GetComponent<UIAtlas>();
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if (component != null)
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{
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_atlasList.Add(component);
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}
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}
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catch
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{
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}
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}
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public List<UIAtlas> GetAtlasList()
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{
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return _residentAtlasList.Union(_atlasList).ToList();
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}
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public bool getAssetBundleEnd()
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{
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return _isLoadFinish;
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}
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public void setAssetBundleEnd(bool flag)
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{
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_isLoadFinish = flag;
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}
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public void OnDestroyView(UIManager.ViewScene scene)
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{
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foreach (AssetBundleNames item in GetLoadTargetSet(scene))
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{
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string atlasPath = GetAtlasPath(item);
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Toolbox.AssetManager.UnloadAsset(atlasPath);
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}
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}
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public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true)
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{
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List<UIAtlas> atlasList = GetAtlasList();
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if (atlasList == null || atlasList.Count <= 0)
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{
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return;
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}
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List<UISprite> list = new List<UISprite>();
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for (int i = 0; i < obj_list.Count; i++)
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{
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UISprite[] collection = (isTargetChildren ? obj_list[i].GetComponentsInChildren<UISprite>(includeInactive: true) : UnityEngine.Object.FindObjectsOfType<UISprite>());
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list.AddRange(collection);
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}
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for (int j = 0; j < list.Count; j++)
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{
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UISprite uISprite = list[j];
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string spriteName = uISprite.spriteName;
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if (uISprite.atlas != null || string.IsNullOrEmpty(spriteName) || spriteName == "collider")
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{
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continue;
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}
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foreach (UIAtlas item in atlasList)
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{
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foreach (UISpriteData sprite in item.spriteList)
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{
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if (spriteName == sprite.name)
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{
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uISprite.atlas = item;
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goto end_IL_00f1;
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}
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}
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continue;
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end_IL_00f1:
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break;
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}
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}
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}
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}
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