-- Export three loaded button functions without invoking them or changing UI. do local function capture() local s=_G.__gacCwPrepBytecode1 or {index=1};_G.__gacCwPrepBytecode1=s local names={'_on_start_battle_click','_enter_battle','_check_enter_battle_by_reason'} if s.index>#names then return end local page=CS.RPG.Client.GlobalVars.s_UIManager:GetPageByName('GridFightPreparationPage') local obj=page and page.LuaTable;if type(obj)~='table'then return end local name=names[s.index];s.index=s.index+1 local f=obj[name];if type(f)~='function'then return end local raw=string.dump(f) if #raw>32768 then CS.UnityEngine.Debug.Log('[GAC_CW_PREP_BYTECODE] TOO_LARGE '..name);return end local bytes=CS.System.Array.CreateInstance(typeof(CS.System.Byte),#raw) for i=1,#raw do bytes[i-1]=raw:byte(i)end CS.UnityEngine.Debug.Log('[GAC_CW_PREP_BYTECODE] '..name..' '..CS.System.Convert.ToBase64String(bytes)) end;local ok,e=pcall(capture);if not ok then _G.__gacCwPrepBytecode1={index=4};CS.UnityEngine.Debug.Log('[GAC_CW_PREP_BYTECODE] ERROR '..tostring(e))end end