using System; using Cpp2IlInjected; using UnityEngine; // Token: 0x02000200 RID: 512 [Token(Token = "0x2000200")] public class Save : SceneEvent { // Token: 0x060014F8 RID: 5368 RVA: 0x0002FC78 File Offset: 0x0002DE78 [Token(Token = "0x60014F8")] [Address(RVA = "0x50C8E0", Offset = "0x50B8E0", VA = "0x18050C8E0")] protected void Update() { if (this.g_bSaveing) { this.g_bSaveing = false; GameObject gameObject = base.gameObject; int num = 0; gameObject.SetActive(num != 0); return; } } // Token: 0x060014F9 RID: 5369 RVA: 0x0002FCAC File Offset: 0x0002DEAC [Token(Token = "0x60014F9")] [Address(RVA = "0x50C6B0", Offset = "0x50B6B0", VA = "0x18050C6B0", Slot = "5")] public override void OpenEvent() { SavePoint sp = this.SP; int num = 0; if (sp == num) { Debug.LogError("找不到存檔點"); } base.gameObject.SetActive(true); this.g_bOpenEvent = true; SavePoint sp2 = this.SP; SceneManager sceneManager = Game.sceneManager; SaveSystem save = sceneManager.Save; SoulSystem soulSystem = sceneManager.soulSystem; WizardGirlManage wizardGirl = sceneManager.wizardGirl; save.UpdateCharacterData(wizardGirl, soulSystem); GameSaveBasicData basic = Game.GameSave.basic; string stageName = sceneManager.stageName; int savePointNumber = sceneManager.GetSavePointNumber(sp2); basic.UpdateStageData(stageName, savePointNumber); Game.WriteGameSave(); this.g_bSaveing = true; } // Token: 0x060014FA RID: 5370 RVA: 0x0002FD5C File Offset: 0x0002DF5C [Token(Token = "0x60014FA")] [Address(RVA = "0x5051A0", Offset = "0x5041A0", VA = "0x1805051A0")] public Save() { this.CheckPlayerEnter = true; base..ctor(); } // Token: 0x04001FEA RID: 8170 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4001FEA")] public SavePoint SP; // Token: 0x04001FEB RID: 8171 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4001FEB")] private bool g_bSaveing; }