-- Four initialized handbook entries per heartbeat. Never runs in Battle. do local s=_G.__gacCwEquipmentExport1 or {index=0};_G.__gacCwEquipmentExport1=s if s.done then return end local log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_EQUIPMENT] '..tostring(v))end local ok,err=pcall(function() 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 if not s.rows then s.rows=CS.RPG.Client.GlobalVars.s_ModuleManager.GridFightModule:GetHandBookAllEquipItemData() if not s.rows or s.rows.Count>1024 then error('handbook bound exceeded')end log('BEGIN '..s.rows.Count) end local json=function(v)return tostring(CS.Newtonsoft.Json.JsonConvert.SerializeObject(v))end for batch=1,4 do if s.index>=s.rows.Count then s.done=true;log('END');return end local wrapper=s.rows[s.index];s.index=s.index+1 if wrapper.IsEquipment then local c=wrapper.EquipConfig local text='{"ItemID":'..c.ItemID..',"BaseItemID":'..c.BaseItemID..',"NeedEquipSlot":'..tostring(c.NeedEquipSlot)..',"EquipType":'..CS.System.Convert.ToUInt32(c.EquipType)..',"EquipCategory":'..CS.System.Convert.ToUInt32(c.EquipCategory)..',"EquipFunc":'..CS.System.Convert.ToUInt32(c.EquipFunc)..',"DressRule":'..CS.System.Convert.ToUInt32(c.DressRule)..',"AbilityName":'..json(c.AbilityName)..',"GeneralPropertyList":'..json(c.GeneralPropertyList)..',"AbilityParamList":'..json(c.AbilityParamList)..',"EquipFuncParamList":'..json(c.EquipFuncParamList)..',"DressRuleParamList":'..json(c.DressRuleParamList)..'}' if #text>32768 then error('equipment row exceeds bound')end log('ROW '..text) else log('OTHER '..s.index..' '..wrapper.ItemConfig:GetType().FullName) end end end) if not ok then log('ERROR '..tostring(err));s.done=true end end