-- Existing CW handbook monster configurations only, two rows per heartbeat. -- No battle/level/graph loader, player object, or scene change is invoked. do _G.__gacCwCampExport1=_G.__gacCwCampExport1 or {index=0} local s=_G.__gacCwCampExport1 if s.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 log=function(v)CS.UnityEngine.Debug.Log('[GAC_CW_MONSTER_CAMP] '..tostring(v))end local good,err=pcall(function() if not s.rows then s.rows=CS.RPG.Client.GlobalVars.s_ModuleManager.GridFightModule:GetAllMonsterCampData() if s.rows.Count>2048 then error('Monster camp count exceeds capture bound')end s.expected=s.rows.Count log('BEGIN count='..s.expected) if s.expected>0 then local t=s.rows[0]:GetType() s.fields=t:GetFields(flags) log('TYPE '..t.FullName) for i=0,math.min(s.fields.Length-1,63)do log('FIELD '..tostring(s.fields[i]))end end end for batch=1,2 do if s.index>=s.expected then s.done=true;s.rows=nil;s.fields=nil;log('END');return end local object=s.rows[s.index] local pieces={} for i=0,math.min(s.fields.Length-1,63)do local f=s.fields[i] if not f.IsStatic and (f.FieldType.IsPrimitive or f.FieldType.IsEnum or f.FieldType==typeof(CS.System.String) or f.FieldType.FullName:find('RPG.GameCore.',1,true)==1)then local value=f:GetValue(object) pieces[#pieces+1]=CS.Newtonsoft.Json.JsonConvert.SerializeObject(f.Name)..':'..CS.Newtonsoft.Json.JsonConvert.SerializeObject(value) end end local text='{'..table.concat(pieces,',')..'}' if #text>65536 then error('Monster camp row exceeds capture bound')end log('ROW '..text) s.index=s.index+1 end end) if not good then s.done=true;s.rows=nil;s.fields=nil;log('ERROR '..tostring(err))end end