-- Read only RuntimeGroup conditions on an explicit floor; never load graphs. do local input = __ENTRANCE_ROW__ local state = _G.__gacTrainDebugConditions1 or {index=0} _G.__gacTrainDebugConditions1 = state if not state.done then local function log(v) CS.UnityEngine.Debug.Log('[GAC_TRAIN_DEBUG_CONDITIONS] '..tostring(v)) end local ok,err=pcall(function() if not state.floor then state.floor=CS.RPG.GameCore.GameCoreConfigLoader.LoadRtLevelFloorInfo(CS.RPG.Client.MapDef.GetRtFloorInfoPath(input.PlaneID,input.FloorID)) end local count=0 local started=CS.UnityEngine.Time.realtimeSinceStartup while state.index0 and CS.UnityEngine.Time.realtimeSinceStartup-started>0.020 then break end local g=state.floor.GroupInstanceList[state.index] state.index=state.index+1 local c=state.floor.GroupInstanceCommonMap[g.ID] if not g.IsDelete and c~=nil and not c.IsDelete and tostring(c.LoadSide):find('Client',1,true) then count=count+1 local r=CS.RPG.GameCore.GameCoreConfigLoader.LoadRtLevelGroupInfo(g.GroupPath) local condition=CS.Newtonsoft.Json.JsonConvert.SerializeObject(r.SavedValueCondition) if condition:find('Utility_IsDebug',1,true) then local props={} if r.PropList then for j=0,r.PropList.Length-1 do local p=r.PropList[j] props[#props+1]={id=p.ID,prop_id=p.PropID,graph=tostring(p.InitLevelGraph)} end end log('GROUP '..g.ID..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(r.GroupName)..' '..condition) for _,p in ipairs(props)do log('PROP '..g.ID..' '..p.id..' '..p.prop_id..' '..p.graph)end end end end if state.index>=state.floor.GroupInstanceList.Length then state.done=true;log('END') end end) if not ok then state.done=true;log('ERROR '..tostring(err))end end end