using System; using UnityEngine; namespace UHFPS.Runtime { [Serializable] public struct RendererMaterial { public MeshRenderer meshRenderer; public Material material; public int materialIndex; public bool IsAssigned => meshRenderer != null && material != null; public Material ClonedMaterial { get => material = meshRenderer.materials[materialIndex]; set { Material[] materials = meshRenderer.materials; materials[materialIndex] = value; meshRenderer.materials = materials; } } } }