game fixes

This commit is contained in:
2024-07-05 15:12:03 -04:00
parent c14a6b7dd6
commit 2eaf6591e9
45 changed files with 7241 additions and 39 deletions
@@ -4,7 +4,7 @@ using System.Collections.Generic;
using UnityEngine;
// Token: 0x02000121 RID: 289
public class OptionSettingsWindow : OptionBaseWindow
public class OptionSettingsWindow : BaseWindow
{
private Dictionary<string,int> dict = null;
@@ -160,10 +160,10 @@ public class OptionSettingsWindow : OptionBaseWindow
}
// Token: 0x060007C2 RID: 1986 RVA: 0x000213FC File Offset: 0x0001F5FC
protected override OptionBaseWindow.OptionType GetOptionType()
/*protected override OptionBaseWindow.OptionType GetOptionType()
{
return OptionBaseWindow.OptionType.Text;
}
}*/
// Token: 0x060007C3 RID: 1987 RVA: 0x00021400 File Offset: 0x0001F600
protected sealed override string[] newSceneTextureNameArray()
@@ -447,34 +447,6 @@ public class OptionSettingsWindow : OptionBaseWindow
return -1;
}
async void RebootGame()
{
GameObject debugObj = GameObject.Find("DebugScene");
UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(debugObj, UnityEngine.SceneManagement.SceneManager.GetActiveScene());
UnityEngine.AsyncOperation asyncOperation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("EMPTY", UnityEngine.SceneManagement.LoadSceneMode.Single);
while (asyncOperation.progress < .9f)
{
UnityEngine.Debug.Log("waiting");
}
asyncOperation.allowSceneActivation = true;
UnloadAllScenesExcept("EMPTY");
}
void UnloadAllScenesExcept(string sceneName)
{
int c = UnityEngine.SceneManagement.SceneManager.sceneCount;
for (int i = 0; i < c; i++)
{
UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetSceneAt(i);
print(scene.name);
if (scene.name != sceneName)
{
UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(scene);
}
}
}
// Token: 0x040006CF RID: 1743
private readonly int wndz;
@@ -45,14 +45,15 @@ namespace Qoo.Game
}
KsInput.Enable = false;
KsInput.Clear();
/*bool flag = KsExec.ExecPay(Param, Value, count);
/*bool flag = KsExec.ExecPay(Param, Value, count);
if (flag)
{
KsInput.Enable = true;
}
return flag;*/
//should disable all payment checks
return true;
//should disable all payment checks
KsInput.Enable = true;
return true;
}
}
else