Compare commits
No commits in common. "main" and "test" have entirely different histories.
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@ -38,3 +38,4 @@ msbuild.wrn
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.vs/
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Properties
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@ -0,0 +1,70 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{5A642931-00E1-4A5C-A6BA-4ECB4A66A2EA}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Cheat</RootNamespace>
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<AssemblyName>Cheat</AssemblyName>
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<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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<Reference Include="UnityEngine">
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<HintPath>..\UnityDLL\UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\UnityDLL\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.IMGUIModule">
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<HintPath>..\UnityDLL\UnityEngine.IMGUIModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="CheatAdvView.cs" />
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<Compile Include="CheatListView.cs" />
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<Compile Include="CheatOpeningView.cs" />
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<Compile Include="CheatStoryTypeView.cs" />
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<Compile Include="CheatUtil.cs" />
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<Compile Include="EventQuestView.Cheat.cs" />
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<Compile Include="FreeAdvView.Cheat.cs" />
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<Compile Include="MainAdvView.Cheat.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Hotfix\Hotfix.csproj">
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<Project>{9e492ea5-4b91-4385-a199-4c2e340a7008}</Project>
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<Name>Hotfix</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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@ -0,0 +1,25 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.4.33213.308
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Cheat", "Cheat.csproj", "{13FEA5D7-430C-4B36-9626-7A4FD1233A1A}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{13FEA5D7-430C-4B36-9626-7A4FD1233A1A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{13FEA5D7-430C-4B36-9626-7A4FD1233A1A}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{13FEA5D7-430C-4B36-9626-7A4FD1233A1A}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{13FEA5D7-430C-4B36-9626-7A4FD1233A1A}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {E1886CDA-C6A3-4F72-B9F7-85C7DBC5255F}
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EndGlobalSection
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EndGlobal
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@ -0,0 +1,49 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mly.Hotfix
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{
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public interface ICheatOpenStage
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{
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CheatAdvView CheatView { get; set; }
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void CheatOpenStagesTo(int id);
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}
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public interface ICheatOpenAllStages
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{
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void CheatOpenAllStages();
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}
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public class CheatAdvView : CheatListView<LocalAdvMap>
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{
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public ICheatOpenStage View;
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public LocalAdvChap Chap;
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protected override IList<LocalAdvMap> List => Chap?.AdvMapList;
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protected override string GetItemText(LocalAdvMap item)
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{
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return item.Name1;
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}
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protected override void OnClickItem(LocalAdvMap item)
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{
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View.CheatOpenStagesTo(item.Id);
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}
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protected override void UpdateList()
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{
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base.UpdateList();
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if (View is ICheatOpenAllStages v)
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{
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if (GUI.Button(CheatUtil.GetNextRect(), $"All", CheatUtil.GetGUIButtonStyle()))
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{
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v.CheatOpenAllStages();
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}
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CheatUtil.PointToNext();
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}
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}
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}
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}
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@ -0,0 +1,61 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mly.Hotfix
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{
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public abstract class CheatListView<T> : MonoBehaviour
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{
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/// <summary>
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/// 按钮列表
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/// </summary>
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protected abstract IList<T> List { get; }
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protected virtual GUIStyle ItemStyle => CheatUtil.GetGUIButtonStyle();
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private bool collapse;
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protected virtual void Awake()
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{
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CheatUtil.AutoScaling();
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}
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protected virtual void OnGUI()
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{
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UpdateView();
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}
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protected virtual void UpdateView()
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{
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if (List == null)
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return;
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CheatUtil.PointToStart();
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if (collapse)
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UpdateList();
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if (GUI.Button(CheatUtil.GetNextRect(), collapse ? "收起" : "展开", ItemStyle))
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collapse = !collapse;
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}
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protected virtual void UpdateList()
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{
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CheatUtil.DrawCheatList(List, (item, rect) =>
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{
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if (GUI.Button(rect, GetItemText(item), ItemStyle))
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OnClickItem(item);
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});
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}
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/// <summary>
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/// 按钮文字
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/// </summary>
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protected abstract string GetItemText(T item);
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/// <summary>
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/// 按钮点击
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/// </summary>
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protected abstract void OnClickItem(T item);
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}
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}
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@ -0,0 +1,30 @@
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using UnityEngine;
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namespace Mly.Hotfix
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{
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public class CheatOpeningView: MonoBehaviour
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{
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public bool SkipPrologue;
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void Awake()
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{
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SkipPrologue = PlayerPrefs.GetInt("Cheat_SkipPrologue", 0) == 1;
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}
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public void OnGUI()
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{
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var style = CheatUtil.GetGUIButtonStyle();
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style.normal.textColor = Color.white;
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style.fontSize = 30;
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var val = GUI.Toggle(new Rect(10, 100, 300, 100), SkipPrologue, SkipPrologue ? "跳过序章中" : "点击跳过序章", style);
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if (val != SkipPrologue)
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{
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SkipPrologue = val;
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PlayerPrefs.SetInt("Cheat_SkipPrologue", SkipPrologue ? 1 : 0);
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}
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}
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}
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}
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@ -0,0 +1,41 @@
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using UnityEngine;
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namespace Mly.Hotfix
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{
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public class CheatStoryTypeView : MonoBehaviour
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{
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public bool SkipStory;
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public bool UnLockAllStory;
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private GUIStyle _GUIStyle;
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public void Awake()
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{
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SkipStory = PlayerPrefs.GetInt("SkipStory", 0) == 1;
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UnLockAllStory = PlayerPrefs.GetInt("UnLockAllStory", 0) == 1;
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}
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public void OnGUI()
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{
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var style = CheatUtil.GetGUIButtonStyle();
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style.normal.textColor = Color.white;
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style.fontSize = 30;
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var val = GUI.Toggle(new Rect(10, 100, 300, 100), SkipStory, SkipStory ? "跳过剧情中" : "点击跳过剧情", style);
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var val2 = GUI.Toggle(new Rect(10, 300, 300, 100), UnLockAllStory, UnLockAllStory ? "解锁全部剧情中" : "点击解锁全部剧情", style);
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if (val != SkipStory)
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{
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SkipStory = val;
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PlayerPrefs.SetInt("SkipStory", SkipStory ? 1 : 0);
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}
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if (val2 != UnLockAllStory)
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{
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UnLockAllStory = val2;
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PlayerPrefs.SetInt("UnLockAllStory", UnLockAllStory ? 1 : 0);
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}
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}
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}
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}
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@ -0,0 +1,108 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mly.Hotfix
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{
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public static class CheatUtil
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{
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public static float StartX = 100;
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public static float StartY = 100;
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public static float SpaceX = 10;
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public static float SpaceY = 10;
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public static float W = 110;
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public static float H = 30;
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public static int Columns = 5;
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public static int X;
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public static int Y;
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private static float startX;
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private static float startY;
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private static float spaceX;
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private static float spaceY;
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public static void AutoScaling()
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{
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var wa = Screen.width / 1280f;
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var ha = Screen.height / 720f;
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startX = StartX * wa;
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startY = StartY * ha;
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spaceX = SpaceX * wa;
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spaceY = SpaceY * ha;
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}
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public static void PointToStart()
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{
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X = Y = 0;
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}
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public static void PointToNext()
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{
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if (++X >= Columns)
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{
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X = 0;
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++Y;
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}
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}
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public static void PointToNewLine()
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{
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if (X > 0)
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{
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++Y;
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}
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X = 0;
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}
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public static Rect GetNextRect()
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{
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return new Rect(startX + X * (W + spaceX), startY + Y * (H + spaceY), W, H);
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}
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public static void DrawCheatList<T>(IList<T> list, Action<T, Rect> action)
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{
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for (int i = 0; i < list.Count; i++)
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{
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var item = list[i];
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action?.Invoke(item, GetNextRect());
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PointToNext();
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}
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PointToNewLine();
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}
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public static GUIStyle GetGUIButtonStyle()
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{
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return GetGUIStyle(GUI.skin.button);
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}
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public static GUIStyle GetGUIStyle(GUIStyle style)
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{
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return new GUIStyle(style);
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}
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public static CheatAdvView AddCheatView(ICheatOpenStage view, GameObject go)
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{
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var cheat = go.AddComponent<CheatAdvView>();
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cheat.View = view;
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return cheat;
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}
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public static void Init()
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{
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CheatInteractor.ActionMap.Add(typeof(EventQuestView), vc =>
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{
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var cheatV = vc.GameObject.AddComponent<CheatAdvView>();
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//cheatV.View = vc;
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});
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}
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}
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}
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@ -0,0 +1,19 @@
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namespace Mly.Hotfix
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{
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//public partial class EventQuestView : ICheatOpenStage
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//{
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// public CheatAdvView CheatView { get; set; }
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//}
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//public partial class EventQuestView
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//{
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// public void SetCheatChap(LocalAdvChap chap)
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// {
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// if (CheatView != null)
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// {
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// CheatView.Chap = chap;
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// }
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||||
// }
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//}
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}
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@ -0,0 +1,23 @@
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namespace Mly.Hotfix
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{
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//public partial class FreeAdvView : ICheatOpenStage
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//{
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// public CheatAdvView CheatView { get; set; }
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//}
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//public partial class FreeAdvView
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//{
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// private void InitCheatView()
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// {
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// CheatView = CheatUtil.AddCheatView(this, GameObject);
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// }
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||||
// private void SetCheatChap(LocalAdvChap chap)
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// {
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||||
// if (CheatView != null)
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// {
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// CheatView.Chap = chap;
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||||
// }
|
||||
// }
|
||||
//}
|
||||
}
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@ -0,0 +1,26 @@
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|||
namespace Mly.Hotfix
|
||||
{
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||||
|
||||
//public partial class MainAdvView : ICheatOpenStage, ICheatOpenAllStages
|
||||
//{
|
||||
// public CheatAdvView CheatView { get; set; }
|
||||
//}
|
||||
|
||||
|
||||
//public partial class MainAdvView
|
||||
//{
|
||||
// private void InitCheatView()
|
||||
// {
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||||
// CheatView = CheatUtil.AddCheatView(this, GameObject);
|
||||
|
||||
// }
|
||||
|
||||
// private void SetCheatChap()
|
||||
// {
|
||||
// if (CheatView != null)
|
||||
// {
|
||||
// CheatView.Chap = normal ? normalSSV.AdvChap : hardSSV.AdvChap;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
}
|
Loading…
Reference in New Issue