Files
2023-09-06 22:19:13 +02:00

70 lines
1.9 KiB
C#

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;
}