-- Bounded serialization of one marker; no gameplay/scene factory invocation. do local function tick() local s=_G.__gacPreviewTick1 or {count=0};_G.__gacPreviewTick1=s if s.count>=160 then return end local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager) if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase)then return end s.count=s.count+1 CS.Newtonsoft.Json.JsonConvert.SerializeObject('GAC_PREVIEW_TICK') end;local ok,e=pcall(tick);if not ok then _G.__gacPreviewTick1={count=999};CS.UnityEngine.Debug.Log('[GAC_PREVIEW_TICK] '..tostring(e))end end