-- Explicit CW module metadata only. Keep outside scripts/ until a live Client -- is available. No assembly scan, config getter invocation or run mutation. do local function capture() local state=_G.__gacCwRewardInventorySchema1 or {index=0} _G.__gacCwRewardInventorySchema1=state if state.done 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 local function log(value)CS.UnityEngine.Debug.Log('[GAC_CW_REWARD_INVENTORY_SCHEMA] '..tostring(value))end local function relevant(name) return name:find('Orb') or name:find('Consumable') or name:find('Forge') or name:find('Bonus') or name:find('Reward') end if not state.members then local target=typeof(CS.RPG.Client.GridFightModule) state.members=target:GetMembers(flags) if state.members.Length>4096 then error('named module metadata bound exceeded')end log('TYPE '..target.FullName) end -- Bound metadata formatting/logging per heartbeat; never invoke members. for _=1,32 do if state.index>=state.members.Length then state.done=true;state.members=nil;log('END');return end local member=state.members[state.index];state.index=state.index+1 if relevant(tostring(member.Name))then log(tostring(member.MemberType)..' '..tostring(member))end end end local ok,err=pcall(capture) if not ok then _G.__gacCwRewardInventorySchema1={done=true};CS.UnityEngine.Debug.Log('[GAC_CW_REWARD_INVENTORY_SCHEMA] ERROR '..tostring(err))end end