Files
Dpr-ScriptsOnly/Assets/FieldManager.cs
2023-07-01 21:07:29 -05:00

421 lines
9.0 KiB
C#

//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<GameObject> _attributeEntitySE; // Queue<FieldManager.AttributeEvent>
private Queue<GameObject> _attributeEntityEffect; // Queue<FieldManager.AttributeEvent>
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<int> 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;
}
}