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ABattleCinematic.cs
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ABattleCinematic.cs
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using Glunies;
using Glunies.Audio;
using Il2CppDummyDll;
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Playables;
public class ABattleCinematic : MonoBehaviour, ILoggable<LogCategory>
{
[FieldOffset(Offset="0x18")]
[SerializeField]
protected PlayableDirector _director;
[FieldOffset(Offset="0x20")]
[SerializeField]
private TextMeshPro _text;
[FieldOffset(Offset="0x28")]
[SerializeField]
private TextMeshPro _subtitleText;
[FieldOffset(Offset="0x30")]
[SerializeField]
private AudioClipGroup _cinematicMusicClip;
[FieldOffset(Offset="0x38")]
[SerializeField]
private AudioClipGroup _cinematicStingerClip;
[FieldOffset(Offset="0x40")]
[SerializeField]
private AudioClipGroup _cinematicCharacterClip;
[FieldOffset(Offset="0x48")]
[SerializeField]
protected bool _useEncounterPosition;
[Attribute(Name="CompilerGeneratedAttribute", RVA="0x105482C", Offset="0x105482C")]
[FieldOffset(Offset="0x4C")]
private Vector3 <_encounterPosition>k__BackingField;
[FieldOffset(Offset="0x58")]
protected ABattleCinematic.PlayState _playState;
[FieldOffset(Offset="0x60")]
protected List<BattleUnit> _friendlyUnits;
[FieldOffset(Offset="0x68")]
protected List<BattleUnit> _enemyUnits;
[FieldOffset(Offset="0x70")]
private int _boundFriendlies;
[FieldOffset(Offset="0x74")]
private int _boundEnemies;
protected Vector3 _encounterPosition
{
[Address(RVA="0x10DF44C", Offset="0x10DF44C", VA="0x10DF44C")]
[Attribute(Name="CompilerGeneratedAttribute", RVA="0x106E7A8", Offset="0x106E7A8")]
get
{
return new Vector3();
}
[Address(RVA="0x10DF458", Offset="0x10DF458", VA="0x10DF458")]
[Attribute(Name="CompilerGeneratedAttribute", RVA="0x106E7B8", Offset="0x106E7B8")]
private set
{
}
}
public AudioClipGroup CinematicCharacterClip
{
[Address(RVA="0x10DE808", Offset="0x10DE808", VA="0x10DE808")]
get
{
return null;
}
}
public AudioClipGroup CinematicMusicClip
{
[Address(RVA="0x10DE7F8", Offset="0x10DE7F8", VA="0x10DE7F8")]
get
{
return null;
}
}
public AudioClipGroup CinematicStingerClip
{
[Address(RVA="0x10DE800", Offset="0x10DE800", VA="0x10DE800")]
get
{
return null;
}
}
public LogCategory LogCategory
{
[Address(RVA="0x10DE7F0", Offset="0x10DE7F0", VA="0x10DE7F0", Slot="4")]
get
{
return new LogCategory();
}
}
[Address(RVA="0x10DF464", Offset="0x10DF464", VA="0x10DF464")]
public ABattleCinematic()
{
}
[Address(RVA="0x10DEFB8", Offset="0x10DEFB8", VA="0x10DEFB8", Slot="9")]
protected virtual void BindPlayableGraphOutput(PlayableBinding output)
{
}
[Address(RVA="0x10DEE04", Offset="0x10DEE04", VA="0x10DEE04")]
public void ClearUnits()
{
}
[Address(RVA="0x10DEFB4", Offset="0x10DEFB4", VA="0x10DEFB4", Slot="8")]
protected virtual void FinishedPlaying()
{
}
[Address(RVA="0x10DEE0C", Offset="0x10DEE0C", VA="0x10DEE0C")]
public bool IsFinished()
{
return new bool();
}
[Address(RVA="0x10DE9AC", Offset="0x10DE9AC", VA="0x10DE9AC", Slot="5")]
public virtual void Play()
{
}
[Address(RVA="0x10DE8F4", Offset="0x10DE8F4", VA="0x10DE8F4")]
public void SetSubtitleText(string subtitle)
{
}
[Address(RVA="0x10DE810", Offset="0x10DE810", VA="0x10DE810")]
public void SetText(ValueTuple<string, string> titleSubtitle)
{
}
[Address(RVA="0x10DE83C", Offset="0x10DE83C", VA="0x10DE83C")]
public void SetTitleText(string title)
{
}
[Address(RVA="0x10DEE1C", Offset="0x10DEE1C", VA="0x10DEE1C", Slot="6")]
public virtual void SetUnits(List<BattleUnit> friendlies, List<BattleUnit> enemies)
{
}
[Address(RVA="0x10DEE24", Offset="0x10DEE24", VA="0x10DEE24", Slot="7")]
protected virtual void Update()
{
}
protected enum PlayState
{
[FieldOffset(Offset="0x0")]
Initial,
[FieldOffset(Offset="0x0")]
Playing,
[FieldOffset(Offset="0x0")]
Done
}
}