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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class FallbackMaterialCache
{
private readonly Dictionary<Material, Material> _fallbackMaterialCache = new Dictionary<Material, Material>();
public void AddFallbackMaterial(Material material, Material fallbackMaterial)
{
if(!_fallbackMaterialCache.ContainsKey(material))
{
_fallbackMaterialCache.Add(material, fallbackMaterial);
}
else
{
Debug.LogError($"Attempted to add a duplicate fallback material '{fallbackMaterial.name}' for original material '{material.name}'.");
}
}
public bool TryGetFallbackMaterial(Material material, out Material fallbackMaterial)
{
if(material != null)
{
return _fallbackMaterialCache.TryGetValue(material, out fallbackMaterial);
}
fallbackMaterial = null;
return false;
}
public void Clear()
{
Material[] cachedFallbackMaterials = _fallbackMaterialCache.Values.ToArray();
for(int i = cachedFallbackMaterials.Length - 1; i >= 0; i--)
{
Object.Destroy(cachedFallbackMaterials[i]);
}
_fallbackMaterialCache.Clear();
}
}
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