//using Dpr.Trainer; using System; using System.Collections; using System.Collections.Generic; using System.Runtime.InteropServices; using UnityEngine; using UnityEngine.Diagnostics; public class FieldManager { private const int MapSize = 64; public static GameObject fwMng; // FieldWalkingManager public static GameObject abUnloader; // Utils.AssetUnloader public static bool SealPrevFalg; private Action OnZoneChangeEvent; public Action OnZoneChangeOnce; private Action OnSceneInitEvent; private GameObject _updateType; // FieldManager.UpdateType private GameObject _encountUpdateType; // FieldManager.EncountUpdateType private float _encountWait; private GameObject _encountFadeType; // FieldManager.EncountFadeType private Queue _attributeEntitySE; // Queue private Queue _attributeEntityEffect; // Queue public GameObject NowMapType; // MapType public GameObject OldMapType; // MapType private ZoneID _now_zoneID; private GameObject[] _effectDataArray; // FieldManager.LoadEffectData[] private GameObject _weatherEffectInstance; // EffectInstance private GameObject _nowWeather; // SYS_WEATHER private GameObject _weather; // FieldWeather public GameObject MistWork; // FieldMistWork public GameObject FlashWork; // FieldFlashWork //private TrainerID _btl_trainerID1; //private TrainerID _btl_trainerID2; private GameObject _ug_hole; private bool _is_ugHoleLock; private Vector3 _ugHolePos; private GameObject _ugMainProc; // UgMainProc private GameObject _fldCanvasObject; private GameObject _fldCanvasAssetReqOpe; // AssetRequestOperation private int _oldEncountWalkCount; private GameObject _encFadeTextures; // EncountFadeTextures private Material _encFadeMaterial; private GameObject _encFadeTexturesReqOpe; // AssetRequestOperation private GameObject _encResult; // EncountResult private GameObject _encEffctController; // EncEffectSequenceController private int _encEffectCount; private GameObject[] _encEffectAsset; private bool _encountAttriLog; private GameObject _fishing; // FieldFishing private GameObject _useRod; // FishingRod private GameObject _wazaAction; // FieldManager.FieldWazaAction private bool _isMenuOpenRequest; private float _shortCutPushTime; private int _shortCutPushHoldId; public bool SND_W_ID_CTRL_BGM_FLAG; private GameObject _demoReturnType; // FieldManager.UpdateType private bool _demoReturnInput; private uint _WalkEventName_Attribute; private bool _initFlag; private GameObject _autoSaveState; // FieldManager.AutoSaveState public Vector3 eventTownMapPos; private List unnnoonFormList; private int _shorCutSeq; private Transform _akLisnerTransform; public static FieldManager Instance { get { return null; } set { // TODO } } public static bool IsResume { get { return true; } set { } } public GameObject updateType // FieldManager.UpdateType { get { return null; } } public GameObject ZoneData // MapInfo.SheetZoneData { get { return null; } } public AreaID areaID { get { return AreaID.C01; } } public ZoneID zoneID { get { return ZoneID.C01; } } public ZoneID Before_zoneID { get { return ZoneID.C01; } set { } } public GameObject UG_Hole { get { return null; } } public static bool IsWazaActionEnd { get { return true; } } public uint _nowEventId { get { return 0; } set { } } public bool IsMenuOpen { get { return true; } set { } } public bool isMenuOpenRequest { get { return true; } } public bool IsPoketchOpen { get { return true; } set { } } public GameObject KinomiResources // KinomiResources { get { return null; } private set { } } private class AutoSaveCoroutine : IEnumerator { private int _state; private object _current; public AutoSaveCoroutine(int state) { _state = state; } public bool MoveNext() { switch (_state) { case 0: _state = -1; // Insert logic here _current = null; _state = 1; return true; case 1: _state = -1; // Insert logic here _current = null; _state = 2; return true; case 2: _state = -1; // Insert logic here return false; default: return false; } } public void Reset() { throw new NotSupportedException(); } public object Current { get { return _current; } } public void Dispose() { } } private class AutoSaveWindowAnime : IEnumerator { private int _state; private object _current; public AutoSaveWindowAnime(int state) { _state = state; } public bool MoveNext() { switch (_state) { case 0: _state = -1; // Insert logic here _current = null; _state = 1; return true; case 1: _state = -1; // Insert logic here _current = null; _state = 2; return true; case 2: _state = -1; // Insert logic here return false; default: return false; } } public void Reset() { throw new NotSupportedException(); } public object Current { get { return _current; } } public void Dispose() { } } [StructLayout(LayoutKind.Sequential)] public sealed class AttributeEvent : ScriptableObject { public int chartype; public bool isRun; public bool isBic; public GameObject entity; public GameObject eventType; public GameObject callType; } public sealed class AttributeEventCallType : ScriptableObject { public int value__; public GameObject Player; public GameObject NPC_Heel; public GameObject NPC; } public sealed class AttributeEventType : ScriptableObject { public int value__; public GameObject Run; public GameObject Jump; } public sealed class AutoSaveState : ScriptableObject { public int value__; public GameObject None; public GameObject Zone_Change; public GameObject BattleResult; public GameObject EventScript; public GameObject Stop; } public sealed class EncountFadeType : ScriptableObject { public int value__; public GameObject Normal; public GameObject Trainer; } private sealed class EncountUpdateType : ScriptableObject { public int value__; public GameObject CallEffect; public GameObject EndWait; public GameObject CallBackWait; public GameObject TrainerEffWait; public GameObject End; } public sealed class FieldWazaAction { public extern FieldWazaAction(object @object, IntPtr method); public extern bool Invoke(bool deltatime); public extern IAsyncResult BeginInvoke(bool deltatime, AsyncCallback callback, object @object); public extern bool EndInvoke(IAsyncResult result); } private class LoadEffectData : ScriptableObject { public string name; public GameObject effect; public bool isLoading; public bool isComplete; } public sealed class UpdateType : ScriptableObject { public int value__; public GameObject Field; public GameObject UnderGround; public GameObject Encount; public GameObject Fishing; public GameObject DemoWait; } }