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Refactor Asset Loading
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@@ -30,39 +30,6 @@ internal class DebugMonitorUI : MonoBehaviour
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private RectTransform _fillRect = null!;
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private TextMeshProUGUI _progressText = null!;
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private static TMP_FontAsset GetNanumSquareNeoBdFontAsset()
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{
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TMP_FontAsset? font = null;
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if (RenderMod.FontBundle != null)
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{
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try
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{
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font = RenderMod.FontBundle.LoadAsset<TMP_FontAsset>("NanumSquareNeoOTF-Bd SDF");
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}
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catch
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{
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// Loading failed
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}
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}
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// Fallback: Use game's own font or built-in TMP SDF font if AssetBundle loading fails
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if (font == null)
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{
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font = RDString.fontData.fontTMP;
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}
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if (font == null)
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{
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// ReSharper disable once Unity.UnknownResource
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font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
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}
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if (font != null) return font;
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var fonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
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if (fonts.Length > 0) font = fonts[0];
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return font!;
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}
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private void Start()
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{
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// Set UI layer (5)
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@@ -112,8 +79,7 @@ internal class DebugMonitorUI : MonoBehaviour
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_text.overflowMode = TextOverflowModes.Overflow;
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// Load and apply font
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var font = GetNanumSquareNeoBdFontAsset();
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_text.font = font;
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_text.font = ModAssets.NanumSquareNeoNormal;
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var textRect = textObj.GetComponent<RectTransform>();
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textRect.anchorMin = Vector2.zero;
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@@ -166,7 +132,7 @@ internal class DebugMonitorUI : MonoBehaviour
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_progressText.richText = true;
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_progressText.fontSize = BarTextFontSize;
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_progressText.alignment = TextAlignmentOptions.Center;
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_progressText.font = font;
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_progressText.font = ModAssets.NanumSquareNeoNormal;
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_progressText.color = BarTextColor;
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// Add progress bar text outline for readability
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