From 3f2cd27c5dfb3b450245bf1a37fc1b3414031c7c Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期三, 11 二月 2026 11:03:58 +0800
Subject: [PATCH] 小游戏适配 资源系统改造
---
Main/Utility/FontUtility.cs | 27 +++++++++++++++++++++------
1 files changed, 21 insertions(+), 6 deletions(-)
diff --git a/Main/Utility/FontUtility.cs b/Main/Utility/FontUtility.cs
index 09d455f..d612580 100644
--- a/Main/Utility/FontUtility.cs
+++ b/Main/Utility/FontUtility.cs
@@ -2,17 +2,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using Cysharp.Threading.Tasks;
+using ProjSG.Resource;
public class FontUtility
{
- static Font m_Preferred;
- public static Font preferred {
- get { return m_Preferred ?? (m_Preferred = ResManager.Instance.LoadAsset<Font>("Font", "GameFont1")); }
+ // T044: Fonts must be pre-loaded via StartupEssential preload config
+ // (location: "Assets/ResourcesOut/BuiltIn/Font")
+
+ public static Font preferred
+ {
+ get { return ResourceCacheManager.Instance.GetCached<Font>("Assets/ResourcesOut/BuiltIn/Font/GameFont1.ttf"); }
}
- static Font m_Secondary;
- public static Font secondary {
- get { return m_Secondary ?? (m_Secondary = ResManager.Instance.LoadAsset<Font>("Font", "GameFont2")); }
+ public static Font secondary
+ {
+ get { return ResourceCacheManager.Instance.GetCached<Font>("Assets/ResourcesOut/BuiltIn/Font/GameFont2.ttf"); }
+ }
+
+ /// <summary>
+ /// US2: Async initialization 鈥� fallback API if preload is not yet available.
+ /// </summary>
+ public static async UniTask InitAsync()
+ {
+ // Fallback: async load and cache via ResManager
+ await ResManager.Instance.LoadAssetAsync<Font>("Font", "GameFont1");
+ await ResManager.Instance.LoadAssetAsync<Font>("Font", "GameFont2");
}
}
--
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