-- Current wave parameter identity and named lineup metadata; no game actions. do local function capture() if _G.__gacCwWaveParamIdentity1 then return end;_G.__gacCwWaveParamIdentity1=true local log=function(x)CS.UnityEngine.Debug.Log('[GAC_CW_WAVE_PARAM_ID] '..tostring(x))end local ok,err=pcall(function() local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60) local m=typeof(CS.RPG.GameCore.BattleInstance):GetMethod('GetCurWaveParam',flags) local t=m.ReturnType;log('TYPE '..t.FullName) local fs=t:GetFields(flags);for i=0,math.min(fs.Length-1,47)do local f=fs[i];if f.IsLiteral then log('CONST '..f.Name..' '..tostring(f:GetRawConstantValue()))else log('FIELD '..tostring(f))end end local ps=t:GetProperties(flags);for i=0,math.min(ps.Length-1,31)do local p=ps[i];local g=p:GetGetMethod(true);log('PROPERTY '..tostring(p)..' HANDLE '..tostring(g and g.MethodHandle.Value))end local l=typeof(CS.RPG.GameCore.BattleLineupData);log('TYPE '..l.FullName);local fields=l:GetFields(flags);for i=0,math.min(fields.Length-1,63)do log('FIELD '..tostring(fields[i]))end end) if not ok then log('ERROR '..tostring(err))end;log('END') end;capture()end