20 lines
1.1 KiB
Lua
20 lines
1.1 KiB
Lua
if not _G.__GAC_FACECAM_PROBE_BATTLE then
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local ok,err=pcall(function()
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or not typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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_G.__GAC_FACECAM_PROBE_BATTLE=true
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local t=phase:GetType()
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CS.UnityEngine.Debug.Log('[FaceCam battle] phase='..tostring(t))
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for _,members in ipairs({t:GetFields(flags),t:GetProperties(flags)}) do
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for i=0,math.min(members.Length-1,199) do
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local m=members[i];local n=tostring(m.Name):lower()
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if n:find('actor') or n:find('entity') or n:find('avatar') or n:find('turn') or n:find('battle') or n:find('stage') then
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CS.UnityEngine.Debug.Log('[FaceCam battle] member='..tostring(m.Name)..' detail='..tostring(m))
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end
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end
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end
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end)
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if not ok then _G.__GAC_FACECAM_PROBE_BATTLE=true;CS.UnityEngine.Debug.Log('[FaceCam battle] error='..tostring(err)) end
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end
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