```
feat(Materials): 更新CoreBattleGround材质贴图和缩放参数
更换了CoreBattleGround材质的主纹理,将纹理GUID从73e4d6cf089824c0cadfcefa5b15d306
更新为c6af6f473739fb546ac7775e5c957da1,并调整纹理缩放参数从{x: 3, y: 4}修改为
{x: 1, y: 1},同时移除了多余的_MetallicGlossMap配置项。
```
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using System;
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namespace UnityTcp.Editor.Helpers
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{
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/// <summary>
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/// Ambient context for the command currently being dispatched. The dispatching loop sets it
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/// right before a handler runs and clears it afterwards, so a <c>HandleCommand(JObject)</c>
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/// can read the native request id (to start a runner job) without changing its prototype.
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///
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/// Commands are dispatched serially per thread — the editor main loop and the
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/// <see cref="BackgroundCommandPump"/> worker each set/clear around a handler — so the
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/// backing fields are thread-local to keep the two dispatchers from seeing each other's
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/// context.
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/// </summary>
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public static class CommandContext
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{
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[ThreadStatic] private static ulong _requestId;
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[ThreadStatic] private static string _commandType;
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/// <summary>Native request id of the command being handled (for EnqueueResponse).</summary>
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public static ulong RequestId => _requestId;
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/// <summary>Command type of the command being handled (usable as a job name).</summary>
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public static string CommandType => _commandType;
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public static void Set(ulong requestId, string commandType)
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{
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_requestId = requestId;
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_commandType = commandType;
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}
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public static void Clear()
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{
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_requestId = 0;
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_commandType = null;
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}
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}
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}
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