Decompiled source of CustomGenerationMenKe v1.2.0

BepInEx/plugins/cs.HoLMod.CustomGenerationMenKe.dll

Decompiled 7 hours ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using UnityEngine;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]
[assembly: AssemblyCompany("CustomGenerationMenKe")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("CustomGenerationMenKe")]
[assembly: AssemblyTitle("CustomGenerationMenKe")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
namespace MenKeConverter;

[BepInPlugin("cs.HoLMod.CustomGenerationMenKe.AnZhi20", "HoLMod.CustomGenerationMenKe", "1.2.0")]
public class CustomGenerationMenKe : BaseUnityPlugin
{
	private ConfigEntry<float> menuWidth;

	private ConfigEntry<float> menuHeight;

	private ConfigEntry<string> menKeSalary;

	private ConfigEntry<string> MenKeMaxSkillPoints;

	private static Rect windowRect;

	private static bool showMenu = false;

	private static bool blockGameInput = false;

	private static Vector2 scrollPosition;

	private const string A1 = ",";

	private const string A2 = "|";

	private const string A3 = "null";

	private const string A4 = "M13";

	private const string A5 = "0";

	private const string A6 = "-1";

	private const string Assignment = "100";

	private string Talent_Points = "0";

	private string Skill_Points = "0";

	private string Alentin = "空";

	private string Skillsin = "空";

	private int generateCount = 1;

	private string statusMessage = "准备就绪";

	private int customAge = 18;

	private static readonly List<string> After = (from i in Enumerable.Range(1, 19)
		select i.ToString()).ToList();

	private static readonly List<string> Body = (from i in Enumerable.Range(1, 29)
		select i.ToString()).ToList();

	private static readonly List<string> Face = (from i in Enumerable.Range(1, 2)
		select i.ToString()).ToList();

	private static readonly List<string> Before = (from i in Enumerable.Range(1, 19)
		select i.ToString()).ToList();

	private static readonly List<string> BeforeRandom = (from i in Enumerable.Range(1, 9)
		select i.ToString()).ToList();

	private static readonly List<string> Lifespan = new List<string>
	{
		"57", "58", "60", "62", "63", "64", "67", "68", "72", "73",
		"74", "75", "79", "80", "82"
	};

	private static readonly List<string> Personality = (from i in Enumerable.Range(1, 6)
		select i.ToString()).ToList();

	private static readonly List<string> Remuneration = new List<string>
	{
		"200", "320", "460", "560", "680", "720", "760", "800", "920", "940",
		"1000", "1080", "1100", "1120", "1160", "1500", "1640", "2160", "2500"
	};

	private static readonly List<string> Surname = new List<string>
	{
		"谭", "钱", "文", "金", "顾", "姜", "张", "宋", "王", "郭",
		"谢", "赵", "邓", "苏", "范", "魏", "余", "白", "贾", "郝",
		"崔", "钟", "方", "于", "丁", "康", "冯", "李", "许", "孙",
		"邵", "田", "陆", "孔", "汤", "黎", "林", "孟", "杨", "马",
		"梁", "高", "朱", "常", "卢", "徐", "段", "武", "戴", "尹",
		"薛", "郑", "廖", "任", "邱", "龚", "刘", "万", "贺", "秦",
		"吕", "黄", "沈", "罗", "毛", "蔡", "吴", "易", "萧", "汪",
		"姚", "潘", "雷", "江", "傅", "胡", "乔", "侯", "曹", "叶",
		"彭", "蒋", "程", "董", "何", "袁", "周", "熊", "陈", "唐",
		"杜", "夏"
	};

	private static readonly List<string> Namenan = new List<string>
	{
		"德", "浩", "乐", "华", "和", "锦", "博", "天", "弘", "飞",
		"阳", "文", "景", "振", "高", "宜", "运", "俊", "学", "宏",
		"意", "彭", "锐", "力", "欣", "志", "耘", "安", "光", "向",
		"涵", "雅", "鸿", "昊", "恺", "令", "星", "正", "项", "敏",
		"海", "睿", "咏", "骞", "泰", "修", "鹏", "永", "丰", "烨",
		"黎", "英", "兴", "蕴", "成", "玉", "昆", "长", "展", "元",
		"新", "智", "康", "骏", "伟", "雨", "建", "澎", "勇", "宾",
		"承", "宇", "瀚", "昌", "哲", "震", "波", "嘉", "佑", "毅",
		"自", "翰", "良", "同", "远", "茂", "致", "经", "温", "维",
		"思", "泽", "濮", "明", "苑", "昂", "坚", "凯", "绍", "允",
		"庆", "信", "职", "奇", "彦", "祺", "作", "君", "刚", "晨",
		"曦", "彬", "寅", "卓", "峻", "立", "斌", "辰", "国", "斯",
		"心", "曜", "驰", "巍", "雪", "季", "胤", "朋", "旭", "冠",
		"浦", "炫", "皓", "翔", "溥", "风", "稷", "琪", "开", "晟",
		"书", "颜", "理", "晗", "池", "昶", "程", "延", "禄", "逸",
		"中", "煦", "荣", "寒", "然", "诚", "义", "容", "爽", "辉",
		"专", "涛", "澜", "灿", "亮", "盛", "健", "苍", "生", "歌",
		"锋", "汉", "魄", "赋", "阵", "青", "禹", "怿", "民", "叡",
		"贤", "福", "翱", "羽", "磊", "昕", "澄", "业", "山", "琦",
		"平", "武", "觉", "量", "魁", "超", "雄", "沉", "飒", "楚",
		"淼", "湃", "基", "采", "白", "宁", "硕", "壮", "恩", "化",
		"朗", "宕", "荫", "畅", "旻", "用", "慨", "玥", "熙", "圣",
		"琛", "厚", "轩", "懿", "拔", "珍", "畴", "渊", "言", "达",
		"甲", "春", "通", "洲", "木", "焱", "邈", "筠", "濯", "旷",
		"衍", "深", "利", "冰", "举", "存", "晖", "燎", "祯", "真",
		"钧", "图", "发", "枫", "鸥", "耀", "勤", "美", "载", "云",
		"纬", "豪", "鑫", "祥", "彩", "舒", "济", "甫", "莱", "章",
		"翼", "广", "石", "之", "郁", "腾", "名", "瑜", "墨", "弼",
		"蔚", "纶", "北", "实", "格", "钊", "仁", "映", "年", "秋",
		"卿", "勋", "望", "杰", "禧", "栋", "庸", "典", "烁", "宝",
		"迈", "聪", "朝", "峰", "洁", "赡", "清", "寰", "航", "谊",
		"语", "宣", "嗣", "茗", "羲", "邦", "尧", "为", "颂", "霖",
		"峯", "初", "赐", "骥", "赫", "穹", "捷", "舟", "锟", "龙",
		"煊", "津", "知", "河", "薄", "怀", "空", "忍", "裕", "林",
		"行", "晋", "彰", "材", "楠", "路", "益", "鹍", "懋", "惬",
		"誉", "旺", "卉", "树", "亘", "东", "精", "藏", "邃", "钰",
		"阔", "易", "璧", "润", "艺", "伯", "湛", "胜", "铄", "群",
		"日", "穰", "源", "策", "梓", "寿", "默", "尘", "慈"
	};

	private static readonly List<string> Namenv = new List<string>
	{
		"清", "嘉", "逸", "平", "雪", "安", "琛", "思", "初", "静",
		"慧", "淑", "晨", "岚", "涵", "秀", "翠", "琳", "绮", "代",
		"欢", "夜", "以", "悦", "心", "书", "半", "和", "妙", "梓",
		"天", "飞", "山", "丹", "萍", "昕", "绿", "芫", "雅", "冰",
		"灵", "玲", "尔", "念", "婉", "蔓", "欣", "雯", "娅", "轩",
		"千", "新", "寄", "吉", "笑", "芷", "芝", "晴", "醉", "谷",
		"智", "觅", "湛", "绣", "芳", "幼", "惜", "米", "凝", "鸣",
		"紫", "雨", "合", "莹", "丝", "含", "凡", "今", "珍", "舒",
		"听", "兰", "语", "格", "梦", "怡", "丽", "易", "忆", "艳",
		"雁", "晓", "香", "宛", "古", "润", "如", "碧", "媛", "水",
		"望", "霞", "子", "秋", "巧", "从", "驰", "玛", "沛", "寒",
		"友", "诗", "迎", "瑾", "慕", "春", "畅", "依", "明", "任",
		"琬", "采", "白", "菱", "亦", "素", "冷", "盼", "云", "献",
		"家", "幻", "星", "柔", "忻", "宜", "可", "冬", "芃", "向",
		"美", "北", "问", "娟", "长", "言", "红", "寻", "运", "元",
		"孤", "瑜", "惠", "英", "斐", "隽", "洛", "蕴", "奕", "典",
		"妞", "夏", "琼", "南", "晶", "梅", "月", "杰", "浩", "熙",
		"弘", "朵", "河", "密", "若", "梧", "燕", "君", "暄", "修",
		"玉", "恬", "好", "芮", "洁", "玮", "菁", "施", "松", "芸",
		"彦", "哲", "映", "情", "湘", "彤", "彩", "品", "轶", "菀",
		"布", "华", "茉", "偲", "琲", "琴", "湉", "佳", "青", "音",
		"歌", "喜", "贝", "晗", "怿", "方", "怀", "乐", "杏", "浓",
		"楚", "悠", "流", "皓", "苇", "馨", "洮", "仪", "端", "韵",
		"之", "倩", "沙", "淳", "朝", "沈", "令", "蓓", "贞", "蓉",
		"骏", "芬", "琇", "娴", "齐", "彗", "金", "雍", "蝶", "笛",
		"真", "心", "淑", "美", "晓", "荷", "云", "蓝", "雅", "丽",
		"贤", "风", "岚", "绿", "阳", "溪", "南", "天", "悦", "霁",
		"卉", "冬", "怡", "宜", "雁", "雪", "静", "梦", "蓓", "媛",
		"兰", "英", "琴", "韵", "丹", "月", "竹", "华", "春", "妍",
		"柏", "珊", "双", "秋", "然", "槐", "蕾", "枫", "凡", "清",
		"菁", "笑", "玟", "慧", "秀", "素", "梅", "灵", "桃", "寒",
		"蝶", "波", "惠", "玉", "宸", "晴", "娟", "蓉", "菱", "远",
		"帆", "莉", "彤", "乐", "馨", "意", "容", "琇", "卓", "翠",
		"琪", "爱", "巧", "雨", "莲", "豫", "芹", "泽", "涵", "蕊",
		"格", "易", "洁", "语", "珠", "逸", "芳", "露", "凝", "和",
		"瑶", "曦", "辞", "微", "菡", "文", "丝", "欣", "白", "青",
		"莹", "暖", "霜", "薇", "芬", "荣", "煦", "恩", "星", "真",
		"山", "飞", "若", "婕", "歌", "妙", "慕", "松", "旋", "楠",
		"愉", "燕", "芃", "安", "怀", "蕙", "辰", "娥", "绮", "宁",
		"萱", "夏", "柔", "俊", "宇", "旭", "苗", "君", "敏", "义",
		"娴", "畅", "骄", "妞", "之", "烟", "辉", "茵", "香", "朗",
		"芙", "颖", "思", "臻", "桐", "冰", "婷", "舞", "珏", "艺",
		"亦", "璟", "琲", "欢", "奇", "霏", "晨", "照", "红", "艳",
		"仪", "艾", "嘉", "霞", "珺", "恺", "芝", "菀", "采", "偲",
		"湉", "佳", "筠", "融", "蔓", "农", "虹", "诗", "可", "念",
		"彩", "音", "丰", "明", "如", "画", "洮", "瑜", "婉", "珑",
		"暎", "优", "昕", "阑", "婧", "枝", "花"
	};

	private static readonly List<string> Alent = new List<string> { "空", "文", "武", "商", "艺" };

	private static readonly List<string> Skills = new List<string> { "空", "巫", "医", "相", "卜", "魅", "工" };

	private int selectedSex = 0;

	private int selectedAlent = 0;

	private int selectedSkill = 0;

	private void Awake()
	{
		//IL_00b5: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
		//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
		//IL_00ca: Expected O, but got Unknown
		menuWidth = ((BaseUnityPlugin)this).Config.Bind<float>("窗口设置(Window Settings)", "窗口宽度(Menu Width)", 400f, "修改器主菜单宽度");
		menuHeight = ((BaseUnityPlugin)this).Config.Bind<float>("窗口设置(Window Settings)", "窗口高度(Menu Height)", 700f, "修改器主菜单高度");
		menKeSalary = ((BaseUnityPlugin)this).Config.Bind<string>("门客设置(MenKe Settings)", "门客月薪(MenKe Salary)", "50000", "门客的属性都这样了,月薪50k不过分吧?当然你也可以修改一下让门客当黑奴!(注意:门客的月薪不能超过100w,因为它不值这个价)");
		MenKeMaxSkillPoints = ((BaseUnityPlugin)this).Config.Bind<string>("门客设置(MenKe Settings)", "门客超模技能点(MenKe Max Skill Points)", "10", "门客属性点,默认值为10");
		windowRect = new Rect(20f, 20f, menuWidth.Value, menuHeight.Value);
		Harmony val = new Harmony("CustomGenerationMenKe");
		val.PatchAll();
		((BaseUnityPlugin)this).Logger.LogInfo((object)"门客自定义生成器已加载!");
	}

	private void Update()
	{
		if (Input.GetKeyDown((KeyCode)282))
		{
			ToggleMenu();
		}
		if (Input.GetKeyDown((KeyCode)27) && showMenu)
		{
			CloseMenu();
		}
		if (blockGameInput)
		{
			Input.ResetInputAxes();
		}
	}

	private void ToggleMenu()
	{
		showMenu = !showMenu;
		blockGameInput = showMenu;
	}

	private void CloseMenu()
	{
		showMenu = false;
		blockGameInput = false;
	}

	private void OnGUI()
	{
		//IL_000c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0018: Unknown result type (might be due to invalid IL or missing references)
		//IL_0031: Expected O, but got Unknown
		//IL_002c: Unknown result type (might be due to invalid IL or missing references)
		//IL_0031: Unknown result type (might be due to invalid IL or missing references)
		if (showMenu)
		{
			windowRect = GUI.Window(0, windowRect, new WindowFunction(DrawWindow), "门客自定义生成器", GUI.skin.window);
		}
	}

	private void DrawWindow(int windowID)
	{
		//IL_036d: Unknown result type (might be due to invalid IL or missing references)
		//IL_0385: Unknown result type (might be due to invalid IL or missing references)
		//IL_038a: Unknown result type (might be due to invalid IL or missing references)
		GUILayout.BeginVertical(Array.Empty<GUILayoutOption>());
		GUILayout.Space(10f);
		GUILayout.Label("状态: " + statusMessage, GUI.skin.box, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(50f) });
		GUILayout.Space(10f);
		GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>());
		GUILayout.Label("门客性别:", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) });
		selectedSex = GUILayout.Toolbar(selectedSex, new string[2] { "女", "男" }, Array.Empty<GUILayoutOption>());
		GUILayout.EndHorizontal();
		GUILayout.Space(10f);
		GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>());
		GUILayout.Label("门客天赋:", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) });
		selectedAlent = GUILayout.SelectionGrid(selectedAlent, Alent.ToArray(), 3, Array.Empty<GUILayoutOption>());
		GUILayout.EndHorizontal();
		GUILayout.Space(10f);
		GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>());
		GUILayout.Label("门客技能:", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) });
		selectedSkill = GUILayout.SelectionGrid(selectedSkill, Skills.ToArray(), 3, Array.Empty<GUILayoutOption>());
		GUILayout.EndHorizontal();
		GUILayout.Space(10f);
		GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>());
		GUILayout.Label("门客年龄:", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) });
		customAge = (int)GUILayout.HorizontalSlider((float)customAge, 18f, 60f, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) });
		GUILayout.Label(customAge.ToString(), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(40f) });
		GUILayout.EndHorizontal();
		GUILayout.Space(10f);
		GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>());
		GUILayout.Label("生成数量:", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) });
		string s = GUILayout.TextField(generateCount.ToString(), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(100f) });
		if (int.TryParse(s, out var result))
		{
			generateCount = Mathf.Clamp(result, 1, 1000);
		}
		GUILayout.EndHorizontal();
		GUILayout.Space(20f);
		if (GUILayout.Button("实时添加到游戏", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(40f) }))
		{
			if (generateCount < 1 || generateCount > 1000)
			{
				statusMessage = "错误: 生成数量必须在1到1000之间!";
				((BaseUnityPlugin)this).Logger.LogWarning((object)("生成数量超出范围: " + generateCount));
			}
			else if (customAge < 18 || customAge > 60)
			{
				statusMessage = "错误: 门客年龄必须在18到60之间!";
				((BaseUnityPlugin)this).Logger.LogWarning((object)("门客年龄超出范围: " + customAge));
			}
			else
			{
				RealTimeAddMenKeData();
			}
		}
		GUILayout.Space(20f);
		GUILayout.Label("使用说明:", GUI.skin.box, Array.Empty<GUILayoutOption>());
		scrollPosition = GUILayout.BeginScrollView(scrollPosition, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(210f) });
		GUILayout.Label("1. 请在点击添加前先保存游戏,以便回档", Array.Empty<GUILayoutOption>());
		GUILayout.Label("2. 按F1键显示 / 隐藏菜单", Array.Empty<GUILayoutOption>());
		GUILayout.Label("3. 选择门客性别、天赋和技能", Array.Empty<GUILayoutOption>());
		GUILayout.Label("4. 选择门客年龄", Array.Empty<GUILayoutOption>());
		GUILayout.Label("5. 输入要生成的门客数量", Array.Empty<GUILayoutOption>());
		GUILayout.Label("6. 点击'实时添加到游戏'按钮直接添加到当前游戏中", Array.Empty<GUILayoutOption>());
		GUILayout.Label("7. 本mod作者:AnZhi20", Array.Empty<GUILayoutOption>());
		GUILayout.Label("8. 本mod版本:1.2.0", Array.Empty<GUILayoutOption>());
		GUILayout.EndScrollView();
		GUILayout.EndVertical();
		GUI.DragWindow();
	}

	private void RealTimeAddMenKeData()
	{
		try
		{
			statusMessage = "正在生成门客数据...";
			((BaseUnityPlugin)this).Logger.LogInfo((object)"开始实时添加门客数据");
			List<string> list = new List<string>();
			for (int i = 0; i < generateCount; i++)
			{
				string text = (Random.Range(1000000, 9999999) + DateTime.Now.Ticks).ToString();
				((BaseUnityPlugin)this).Logger.LogInfo((object)$"生成门客 {i + 1}/{generateCount},随机ID: {text}");
				string text2 = Surname[Random.Range(0, Surname.Count)];
				string text3 = Before[Random.Range(0, Before.Count)];
				string text4 = After[Random.Range(0, After.Count)];
				string text5 = Body[Random.Range(0, Body.Count)];
				string text6 = Face[Random.Range(0, Face.Count)];
				string text7 = BeforeRandom[Random.Range(0, BeforeRandom.Count)];
				string text8 = Random.Range(16, 50).ToString();
				string text9 = Personality[Random.Range(0, Personality.Count)];
				string text10 = Lifespan[Random.Range(0, Lifespan.Count)];
				string item = "50000";
				if (int.TryParse(menKeSalary.Value, out var result) && result >= 0 && result <= 1000000)
				{
					item = result.ToString();
				}
				if (int.TryParse(menKeSalary.Value, out var result2))
				{
					item = ((result2 < 0) ? "50000" : ((result2 <= 1000000) ? result2.ToString() : "50000"));
				}
				string text11;
				string text12;
				if (selectedSex == 1)
				{
					text11 = Namenan[Random.Range(0, Namenan.Count)];
					text12 = Namenan[Random.Range(0, Namenan.Count)];
				}
				else
				{
					text11 = Namenv[Random.Range(0, Namenv.Count)];
					text12 = Namenv[Random.Range(0, Namenv.Count)];
				}
				switch (Alent[selectedAlent])
				{
				case "空":
					Alentin = "0";
					Talent_Points = "0";
					break;
				case "文":
					Alentin = "1";
					Talent_Points = "100";
					break;
				case "武":
					Alentin = "2";
					Talent_Points = "100";
					break;
				case "商":
					Alentin = "3";
					Talent_Points = "100";
					break;
				case "艺":
					Alentin = "4";
					Talent_Points = "100";
					break;
				default:
					Alentin = "0";
					Talent_Points = "0";
					break;
				}
				switch (Skills[selectedSkill])
				{
				case "空":
					Skillsin = "0";
					Skill_Points = "0";
					break;
				case "巫":
					Skillsin = "1";
					Skill_Points = MenKeMaxSkillPoints.Value;
					break;
				case "医":
					Skillsin = "2";
					Skill_Points = MenKeMaxSkillPoints.Value;
					break;
				case "相":
					Skillsin = "3";
					Skill_Points = MenKeMaxSkillPoints.Value;
					break;
				case "卜":
					Skillsin = "4";
					Skill_Points = MenKeMaxSkillPoints.Value;
					break;
				case "魅":
					Skillsin = "5";
					Skill_Points = MenKeMaxSkillPoints.Value;
					break;
				case "工":
					Skillsin = "6";
					Skill_Points = MenKeMaxSkillPoints.Value;
					break;
				default:
					Skillsin = "0";
					Skill_Points = "0";
					break;
				}
				string item2 = "M13" + text;
				string text13 = text4 + "|" + text5 + "|" + text6 + "|" + text3;
				string item3 = string.Format("{0}{1}{2}{3}{4}{5}{6}{7}{8}{9}{10}{11}{12}{13}{14}{15}{16}{17}{18}{19}{20}", text2, text11, text12, "|", text7, "|", Alentin, "|", Talent_Points, "|", selectedSex, "|", text10, "|", Skillsin, "|", "100", "|", text9, "|", "null");
				string item4 = customAge.ToString();
				string item5 = "100";
				string text14 = "0|null|null";
				string text15 = "0";
				((BaseUnityPlugin)this).Logger.LogInfo((object)("检查Mainload.MenKe_Now是否为空: " + ((Mainload.MenKe_Now == null) ? "是" : "否")));
				if (Mainload.MenKe_Now == null)
				{
					continue;
				}
				((BaseUnityPlugin)this).Logger.LogInfo((object)("检查Mainload.HanMenMemberData_Click是否为空: " + ((Mainload.HanMenMemberData_Click == null) ? "是" : "否")));
				string text16 = "0";
				if (Mainload.HanMenMemberData_Click != null)
				{
					((BaseUnityPlugin)this).Logger.LogInfo((object)$"Mainload.HanMenMemberData_Click.Count = {Mainload.HanMenMemberData_Click.Count}");
					if (Mainload.HanMenMemberData_Click.Count > 18)
					{
						text16 = Mainload.HanMenMemberData_Click[18];
						((BaseUnityPlugin)this).Logger.LogInfo((object)("获取HanMenMemberData_Click[18] = " + text16));
					}
				}
				Mainload.MenKe_Now.Add(new List<string>
				{
					item2, text13, item3, item4, item5, item5, item5, item5, item5, "0|null|null",
					"0", item5, text16, item5, item5, item5, Skill_Points, "-1", item, item5,
					"0", "null"
				});
				((BaseUnityPlugin)this).Logger.LogInfo((object)("成功添加门客到游戏中:" + text13));
			}
			statusMessage = "正在添加到游戏中...";
			if (Mainload.MenKe_Now != null)
			{
				statusMessage = $"成功添加 {generateCount} 条门客数据到游戏中";
				return;
			}
			statusMessage = "游戏数据未加载,无法实时添加门客";
			((BaseUnityPlugin)this).Logger.LogWarning((object)"Mainload.MenKe_Now 为空,无法实时添加门客");
		}
		catch (Exception ex)
		{
			statusMessage = "添加失败: " + ex.Message;
			((BaseUnityPlugin)this).Logger.LogError((object)("实时添加门客失败: " + ex.Message));
			((BaseUnityPlugin)this).Logger.LogError((object)("异常堆栈: " + ex.StackTrace));
		}
	}
}