Decompiled source of MemberCheat v2.1.0
BepInEx/plugins/cs.HoLMod.MemberCheat.dll
Decompiled a week ago
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using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Globalization; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BepInEx; using BepInEx.Configuration; using HoLMod; using UnityEngine; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: AssemblyTitle("cs.HoLMod.MenberCheat")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("cs.HoLMod.MenberCheat")] [assembly: AssemblyCopyright("Copyright © 2025")] [assembly: AssemblyTrademark("")] [assembly: ComVisible(false)] [assembly: Guid("9997e218-2a91-4468-b675-8cb0acb3a051")] [assembly: AssemblyFileVersion("1.3.0")] [assembly: TargetFramework(".NETFramework,Version=v4.7", FrameworkDisplayName = ".NET Framework 4.7")] [assembly: AssemblyVersion("1.3.0.0")] namespace cs.HoLMod.MenberCheat { internal class LanguageManager { private static readonly LanguageManager instance = new LanguageManager(); private string currentLanguageCode = "zh-CN"; private Dictionary<string, Dictionary<string, string>> translations = new Dictionary<string, Dictionary<string, string>>(); public static LanguageManager Instance => instance; private LanguageManager() { InitializeTranslations(); } private void InitializeTranslations() { translations["zh-CN"] = new Dictionary<string, string> { { "成员修改器", "成员修改器" }, { "族人修改", "族人修改" }, { "门客修改", "门客修改" }, { "皇室修改", "皇室修改" }, { "世家修改", "世家修改" }, { "农庄修改", "农庄修改" }, { "族人家族", "族人家族" }, { "族人妻妾", "族人妻妾" }, { "皇室主脉", "皇室主脉" }, { "皇家妻妾", "皇家妻妾" }, { "世家主脉", "世家主脉" }, { "世家妻妾", "世家妻妾" }, { "名字搜索:", "名字搜索:" }, { "清空", "清空" }, { "修改", "修改" }, { "选择郡: ", "选择郡: " }, { "大地图", "大地图" }, { "选择家族: ", "选择家族: " }, { "全部家族", "全部家族" }, { "选择成员: ", "选择成员: " }, { "全郡", "全郡" }, { "已选择:", "已选择:" }, { "官职: ", "官职: " }, { "一品", "一品" }, { "二品", "二品" }, { "三品", "三品" }, { "四品", "四品" }, { "五品", "五品" }, { "六品", "六品" }, { "七品", "七品" }, { "声誉:", "声誉:" }, { "体力:", "体力:" }, { "年龄:", "年龄:" }, { "健康:", "健康:" }, { "心情:", "心情:" }, { "魅力:", "魅力:" }, { "幸运:", "幸运:" }, { "品性:", "品性:" }, { "天赋:", "天赋:" }, { "天赋点:", "天赋点:" }, { "技能:", "技能:" }, { "技能点:", "技能点:" }, { "喜好:", "喜好:" }, { "文才:", "文才:" }, { "武才:", "武才:" }, { "商才:", "商才:" }, { "艺才:", "艺才:" }, { "计谋:", "计谋:" }, { "爵位:", "爵位:" }, { "封地:", "封地:" }, { "门客酬劳:", "门客酬劳:" }, { "农庄面积: ", "农庄面积: " }, { "农户数量-种植: ", "农户数量-种植: " }, { "农户数量-养殖: ", "农户数量-养殖: " }, { "农户数量-手工: ", "农户数量-手工: " }, { "庄头属性:", "庄头属性:" }, { "管理: ", "管理: " }, { "忠诚: ", "忠诚: " }, { "天赋为空,天赋点不为零", "天赋为空,天赋点不为零" }, { "技能为空,技能点不为零", "技能为空,技能点不为零" }, { "可容纳农户数量不足,请升级或修建更多农房", "可容纳农户数量不足,请升级或修建更多农房" }, { "应用修改时出错,请查看日志", "应用修改时出错,请查看日志" }, { "当前农庄暂无庄头", "当前农庄暂无庄头" }, { "请先选择分类", "请先选择分类" }, { "加载庄头数据时出错: {0}", "加载庄头数据时出错: {0}" }, { "应用{0}属性修改时出错: {1}", "应用{0}属性修改时出错: {1}" }, { "处理世家主脉成员数据时出错: {0}", "处理世家主脉成员数据时出错: {0}" }, { "处理世家妻妾成员数据时出错: {0}", "处理世家妻妾成员数据时出错: {0}" }, { "筛选成员时出错: {0}", "筛选成员时出错: {0}" }, { "处理成员数据时出错: {0}", "处理成员数据时出错: {0}" }, { "处理农庄数据时出错: {0}", "处理农庄数据时出错: {0}" }, { "搜索农庄数据时出错: {0}", "搜索农庄数据时出错: {0}" }, { "加载{0}数据时出错: {1}", "加载{0}数据时出错: {1}" }, { "【{0}】属性修改成功", "【{0}】属性修改成功" }, { "成功应用世家主脉{0}的属性修改", "成功应用世家主脉{0}的属性修改" }, { "属性修改成功", "属性修改成功" }, { "成功修改农庄 {0} 的属性", "成功修改农庄 {0} 的属性" }, { "【{0}】的{1},修改失败", "【{0}】的{1},修改失败" }, { "应用族人家族{0}的属性修改时出错: {1}", "应用族人家族{0}的属性修改时出错: {1}" }, { "成功应用皇室主脉{0}的属性修改", "成功应用皇室主脉{0}的属性修改" }, { "Mainload.Member_King集合无效或索引超出范围", "Mainload.Member_King集合无效或索引超出范围" }, { "应用皇室主脉{0}的属性修改时出错: {1}", "应用皇室主脉{0}的属性修改时出错: {1}" }, { "成功应用皇家妻妾{0}的属性修改", "成功应用皇家妻妾{0}的属性修改" }, { "Mainload.Member_King_qu集合无效或索引超出范围", "Mainload.Member_King_qu集合无效或索引超出范围" }, { "应用皇家妻妾{0}的属性修改时出错: {1}", "应用皇家妻妾{0}的属性修改时出错: {1}" }, { "使用说明:", "使用说明:" }, { "1. 请在点击修改前先保存游戏,以便回档", "1. 请在点击修改前先保存游戏,以便回档" }, { "2. 按F3键显示/隐藏窗口", "2. 按F3键显示/隐藏窗口" }, { "3. 选择修改类型:族人修改/门客修改/皇室修改/世家修改/农庄修改", "3. 选择修改类型:族人修改/门客修改/皇室修改/世家修改/农庄修改" }, { "4. 族人模式下可选择:族人家族/族人妻妾", "4. 族人模式下可选择:族人家族/族人妻妾" }, { "5. 皇室模式下可选择:皇室主脉/皇家妻妾", "5. 皇室模式下可选择:皇室主脉/皇家妻妾" }, { "6. 世家模式下可选择:世家主脉/世家妻妾", "6. 世家模式下可选择:世家主脉/世家妻妾" }, { "7. 输入部分字符可搜索角色", "7. 输入部分字符可搜索角色" }, { "8. 选择角色后可以通过点击按钮或者直接在文本框中输入来修改对应的属性值", "8. 选择角色后可以通过点击按钮或者直接在文本框中输入来修改对应的属性值" }, { "9. 点击修改按钮应用更改", "9. 点击修改按钮应用更改" }, { "Mod作者:AnZhi20", "Mod作者:AnZhi20" }, { "Mod版本:{0}", "Mod版本:{0}" }, { "无", "无" }, { "秀才", "秀才" }, { "举人", "举人" }, { "解元", "解元" }, { "贡士", "贡士" }, { "会元", "会元" }, { "进士", "进士" }, { "探花", "探花" }, { "榜眼", "榜眼" }, { "状元", "状元" }, { "武秀才", "武秀才" }, { "武举人", "武举人" }, { "武解元", "武解元" }, { "武贡士", "武贡士" }, { "武会元", "武会元" }, { "武进士", "武进士" }, { "武探花", "武探花" }, { "武榜眼", "武榜眼" }, { "武状元", "武状元" }, { "无爵位", "无爵位" }, { "@伯", "@伯" }, { "@侯", "@侯" }, { "@公", "@公" }, { "@王", "@王" }, { "伯爵", "伯爵" }, { "侯爵", "侯爵" }, { "公爵", "公爵" }, { "王爵", "王爵" }, { "未知官职", "未知官职" }, { "一品散官", "一品散官" }, { "二品散官", "二品散官" }, { "三品散官", "三品散官" }, { "四品散官", "四品散官" }, { "五品散官", "五品散官" }, { "六品散官", "六品散官" }, { "七品散官", "七品散官" }, { "南郡", "南郡" }, { "临沮", "临沮" }, { "襄樊", "襄樊" }, { "宜城", "宜城" }, { "麦城", "麦城" }, { "华容", "华容" }, { "郢亭", "郢亭" }, { "江陵", "江陵" }, { "夷陵", "宜昌" }, { "三川郡", "三川郡" }, { "平阳", "平阳" }, { "荥阳", "荥阳" }, { "原武", "原武" }, { "阳武", "阳武" }, { "新郑", "新郑" }, { "宜阳", "宜阳" }, { "蜀郡", "蜀郡" }, { "邛崃", "邛崃" }, { "郫县", "郫县" }, { "什邡", "什邡" }, { "绵竹", "绵竹" }, { "新都", "新都" }, { "成都", "成都" }, { "丹阳郡", "丹阳郡" }, { "秣陵", "秣陵" }, { "江乘", "江乘" }, { "江宁", "江宁" }, { "溧阳", "溧阳" }, { "建邺", "建邺" }, { "永世", "永世" }, { "陈留郡", "陈留郡" }, { "长垣", "长垣" }, { "济阳", "济阳" }, { "成武", "成武" }, { "襄邑", "襄邑" }, { "宁陵", "宁陵" }, { "封丘", "封丘" }, { "长沙郡", "长沙郡" }, { "零陵", "零陵" }, { "益阳", "益阳" }, { "湘县", "湘县" }, { "袁州", "袁州" }, { "庐陵", "庐陵" }, { "衡山", "衡山" }, { "建宁", "建宁" }, { "桂阳", "桂阳" }, { "会稽郡", "会稽郡" }, { "曲阿", "曲阿" }, { "松江", "松江" }, { "山阴", "山阴" }, { "余暨", "余暨" }, { "广陵郡", "广陵郡" }, { "平安", "平安" }, { "射阳", "射阳" }, { "海陵", "海陵" }, { "江都", "江都" }, { "太原郡", "太原郡" }, { "大陵", "大陵" }, { "晋阳", "晋阳" }, { "九原", "九原" }, { "石城", "石城" }, { "阳曲", "阳曲" }, { "魏榆", "魏榆" }, { "盂县", "盂县" }, { "中都", "中都" }, { "益州郡", "益州郡" }, { "连然", "连然" }, { "谷昌", "谷昌" }, { "同劳", "同劳" }, { "昆泽", "昆泽" }, { "滇池", "滇池" }, { "俞元", "俞元" }, { "胜休", "胜休" }, { "南安", "南安" }, { "南海郡", "南海郡" }, { "四会", "四会" }, { "阳山", "阳山" }, { "龙川", "龙川" }, { "揭岭", "揭岭" }, { "罗阳", "罗阳" }, { "善禺", "善禺" }, { "云南郡", "云南郡" }, { "云平", "云平" }, { "叶榆", "叶榆" }, { "永宁", "永宁" }, { "遂久", "遂久" }, { "姑复", "姑复" }, { "蜻蛉", "蜻蛉" }, { "弄栋", "弄栋" }, { "邪龙", "邪龙" }, { "不明", "不明" }, { "傲娇", "傲娇" }, { "刚正", "刚正" }, { "活泼", "活泼" }, { "善良", "善良" }, { "真诚", "真诚" }, { "洒脱", "洒脱" }, { "高冷", "高冷" }, { "自卑", "自卑" }, { "怯懦", "怯懦" }, { "腼腆", "腼腆" }, { "凶狠", "凶狠" }, { "善变", "善变" }, { "忧郁", "忧郁" }, { "多疑", "多疑" }, { "无封地", "无封地" }, { "汉阳", "汉阳" }, { "左亭", "左亭" }, { "华阳", "华阳" }, { "宛陵", "宛陵" }, { "长罗", "长罗" }, { "安成", "安成" }, { "太末", "太末" }, { "盐渎", "盐渎" }, { "霍人", "霍人" }, { "比苏", "比苏" }, { "新会", "新会" }, { "越隽", "越隽" }, { "空", "空" }, { "文", "文" }, { "武", "武" }, { "商", "商" }, { "艺", "艺" }, { "巫", "巫" }, { "医", "医" }, { "相", "相" }, { "卜", "卜" }, { "魅", "魅" }, { "工", "工" }, { "香粉", "香粉" }, { "书法", "书法" }, { "丹青", "丹青" }, { "文玩", "文玩" }, { "茶具", "茶具" }, { "香具", "香具" }, { "瓷器", "瓷器" }, { "美酒", "美酒" }, { "琴瑟", "琴瑟" }, { "皮毛", "皮毛" }, { "家", "家" } }; translations["en-US"] = new Dictionary<string, string> { { "成员修改器", "Member Cheat" }, { "族人修改", "Clan Member" }, { "门客修改", "Guest" }, { "皇室修改", "Royal" }, { "世家修改", "Noble" }, { "农庄修改", "Farm" }, { "族人家族", "Clan Family" }, { "族人妻妾", "Clan Spouse" }, { "皇室主脉", "Royal Main" }, { "皇家妻妾", "Royal Spouse" }, { "世家主脉", "Noble Main" }, { "世家妻妾", "Noble Spouse" }, { "名字搜索:", "Name Search:" }, { "清空", "Clear" }, { "修改", "Modify" }, { "选择郡: ", "Select Province: " }, { "大地图", "World Map" }, { "选择家族: ", "Select Family: " }, { "全部家族", "All Families" }, { "选择成员: ", "Select Member: " }, { "全郡", "All Provinces" }, { "已选择:", "Selected: " }, { "官职: ", "Official Position: " }, { "一品", "Rank 1" }, { "二品", "Rank 2" }, { "三品", "Rank 3" }, { "四品", "Rank 4" }, { "五品", "Rank 5" }, { "六品", "Rank 6" }, { "七品", "Rank 7" }, { "声誉:", "Reputation:" }, { "体力:", "Stamina:" }, { "年龄:", "Age:" }, { "健康:", "Health:" }, { "心情:", "Mood:" }, { "魅力:", "Charm:" }, { "幸运:", "Luck:" }, { "品性:", "Character:" }, { "天赋:", "Talent:" }, { "天赋点:", "Talent Points:" }, { "技能:", "Skill:" }, { "技能点:", "Skill Points:" }, { "喜好:", "Preference:" }, { "文才:", "Literary Talent:" }, { "武才:", "Martial Talent:" }, { "商才:", "Business Talent:" }, { "艺才:", "Artistic Talent:" }, { "计谋:", "Strategy:" }, { "爵位:", "Noble Title:" }, { "封地:", "Fief:" }, { "门客酬劳:", "Guest Reward:" }, { "农庄面积: ", "Farm Area: " }, { "农户数量-种植: ", "Farmers - Planting: " }, { "农户数量-养殖: ", "Farmers - Livestock: " }, { "农户数量-手工: ", "Farmers - Crafts: " }, { "庄头属性:", "Farm Manager Attributes:" }, { "管理: ", "Management: " }, { "忠诚: ", "Loyalty: " }, { "天赋为空,天赋点不为零", "Talent is empty, but talent points are non-zero" }, { "技能为空,技能点不为零", "Skill is empty, but skill points are non-zero" }, { "可容纳农户数量不足,请升级或修建更多农房", "Insufficient housing for farmers, please upgrade or build more farmhouses" }, { "应用修改时出错,请查看日志", "Error applying changes, please check the log" }, { "当前农庄暂无庄头", "Current farm has no manager" }, { "请先选择分类", "Please select a category first" }, { "加载庄头数据时出错: {0}", "Error loading farm manager data: {0}" }, { "应用{0}属性修改时出错: {1}", "Error applying attribute modifications for {0}: {1}" }, { "处理世家主脉成员数据时出错: {0}", "Error processing noble main member data: {0}" }, { "处理世家妻妾成员数据时出错: {0}", "Error processing noble spouse data: {0}" }, { "筛选成员时出错: {0}", "Error filtering members: {0}" }, { "处理成员数据时出错: {0}", "Error processing member data: {0}" }, { "处理农庄数据时出错: {0}", "Error processing farm data: {0}" }, { "搜索农庄数据时出错: {0}", "Error searching farm data: {0}" }, { "加载{0}数据时出错: {1}", "Error loading {0} data: {1}" }, { "【{0}】属性修改成功", "【{0}】attribute modification successful" }, { "成功应用世家主脉{0}的属性修改", "Successfully applied attribute modifications for noble main {0}" }, { "属性修改成功", "attribute modification successful" }, { "成功修改农庄 {0} 的属性", "Successfully modified farm {0} attributes" }, { "【{0}】的{1},修改失败", "【{0}】{1} modification failed" }, { "应用族人家族{0}的属性修改时出错: {1}", "Error applying clan family {0} attribute modifications: {1}" }, { "成功应用皇室主脉{0}的属性修改", "Successfully applied royal main {0} attribute modifications" }, { "Mainload.Member_King集合无效或索引超出范围", "Mainload.Member_King collection is invalid or index out of range" }, { "应用皇室主脉{0}的属性修改时出错: {1}", "Error applying royal main {0} attribute modifications: {1}" }, { "成功应用皇家妻妾{0}的属性修改", "Successfully applied royal spouse {0} attribute modifications" }, { "Mainload.Member_King_qu集合无效或索引超出范围", "Mainload.Member_King_qu collection is invalid or index out of range" }, { "应用皇家妻妾{0}的属性修改时出错: {1}", "Error applying royal spouse {0} attribute modifications: {1}" }, { "使用说明:", "Usage Instructions:" }, { "1. 请在点击修改前先保存游戏,以便回档", "1. Please save the game before clicking to ensure rollback" }, { "2. 按F3键显示/隐藏窗口", "2. Press F3 to show/hide the window" }, { "3. 选择修改类型:族人修改/门客修改/皇室修改/世家修改/农庄修改", "3. Select modification type: Clan family/Guest/Royal main/Noble family/Farm" }, { "4. 族人模式下可选择:族人家族/族人妻妾", "4. In the clan mode, you can choose: clan family/clan wives and concubines" }, { "5. 皇室模式下可选择:皇室主脉/皇家妻妾", "5. Select royal main/royal spouses" }, { "6. 世家模式下可选择:世家主脉/世家妻妾", "6. Select noble main/noble spouses" }, { "7. 输入部分字符可搜索角色", "7. Input partial characters to search for roles" }, { "8. 选择角色后可以通过点击按钮或者直接在文本框中输入来修改对应的属性值", "8. Select a role to modify its attributes by clicking the button or directly inputting in the text box" }, { "9. 点击修改按钮应用更改", "9. Click the modify button to apply changes" }, { "Mod作者:AnZhi20", "Mod Author: AnZhi20" }, { "Mod版本:{0}", "Mod Version: {0}" }, { "无", "None" }, { "秀才", "Xiucai" }, { "举人", "Juren" }, { "解元", "Jieyuan" }, { "贡士", "Gongshi" }, { "会元", "Huiyuan" }, { "进士", "Jinshi" }, { "探花", "Tanhua" }, { "榜眼", "Bangyan" }, { "状元", "Zhuangyuan" }, { "武秀才", "M. Xiucai" }, { "武举人", "M. Juren" }, { "武解元", "M. Jieyuan" }, { "武贡士", "M. Gongshi" }, { "武会元", "M. Huiyuan" }, { "武进士", "M. Jinshi" }, { "武探花", "M. Tanhua" }, { "武榜眼", "M. Bangyan" }, { "武状元", "M. Zhuangyuan" }, { "无爵位", "No Title" }, { "@伯", "Earl of @" }, { "@侯", "Marquis of @" }, { "@公", "Duke of @" }, { "@王", "King of @" }, { "伯爵", "Earl" }, { "侯爵", "Marquis" }, { "公爵", "Duke" }, { "王爵", "King" }, { "未知官职", "Unknown Title" }, { "一品散官", "First Class Scoundrel" }, { "二品散官", "Second Class Scoundrel" }, { "三品散官", "Third Class Scoundrel" }, { "四品散官", "Fourth Class Scoundrel" }, { "五品散官", "Fifth Class Scoundrel" }, { "六品散官", "Sixth Class Scoundrel" }, { "七品散官", "Seventh Class Scoundrel" }, { "南郡", "Nan Province" }, { "临沮", "Linju" }, { "襄樊", "Xiangfan" }, { "宜城", "Yicheng" }, { "麦城", "Maicheng" }, { "华容", "Huarong" }, { "郢亭", "Yingting" }, { "江陵", "Jiangling" }, { "夷陵", "Yiling" }, { "三川郡", "Sanchuan Province" }, { "平阳", "Pingyang" }, { "荥阳", "Yingyang" }, { "原武", "Yuanwu" }, { "阳武", "Yangwu" }, { "新郑", "Xinzheng" }, { "宜阳", "Yiyang" }, { "蜀郡", "Shu Province" }, { "邛崃", "Qionglai" }, { "郫县", "Pixian" }, { "什邡", "Shifang" }, { "绵竹", "Mianzhu" }, { "新都", "Xindu" }, { "成都", "Chengdu" }, { "丹阳郡", "Danyang Province" }, { "秣陵", "Moling" }, { "江乘", "Jiangcheng" }, { "江宁", "Jiangning" }, { "溧阳", "Liyang" }, { "建邺", "Jianye" }, { "永世", "Yongshi" }, { "陈留郡", "Chenliu Province" }, { "长垣", "Changyuan" }, { "济阳", "Jiyang" }, { "成武", "Chengwu" }, { "襄邑", "Xiangyi" }, { "宁陵", "Ningling" }, { "封丘", "Fengqiu" }, { "长沙郡", "Changsha Province" }, { "零陵", "Ling" }, { "益阳", "Yiyang" }, { "湘县", "XiangXian" }, { "袁州", "Yuanzhou" }, { "庐陵", "Luling" }, { "衡山", "Hengshan" }, { "建宁", "Jianning" }, { "桂阳", "Guiyang" }, { "会稽郡", "Kuaiji Province" }, { "曲阿", "Qu'e" }, { "松江", "Songjiang" }, { "山阴", "Shanyin" }, { "余暨", "Yuji" }, { "广陵郡", "Guangling Province" }, { "平安", "Ping'an" }, { "射阳", "Sheyang" }, { "海陵", "Hailing" }, { "江都", "Jiangdu" }, { "太原郡", "Taiyuan Province" }, { "大陵", "Daling" }, { "晋阳", "Jinyang" }, { "九原", "Jiuyuan" }, { "石城", "Shicheng" }, { "阳曲", "Yangqu" }, { "魏榆", "Weiyu" }, { "盂县", "YuXian" }, { "中都", "Zhongdu" }, { "益州郡", "Yizhou Province" }, { "连然", "Lianran" }, { "谷昌", "Guchang" }, { "同劳", "Tonglao" }, { "昆泽", "Kunze" }, { "滇池", "Dianchi" }, { "俞元", "Yuyuan" }, { "胜休", "Shengxiu" }, { "南安", "Nanan" }, { "南海郡", "Nanhai Province" }, { "四会", "Sihui" }, { "阳山", "Yangshan" }, { "龙川", "Longchuan" }, { "揭岭", "Jieling" }, { "罗阳", "Luoyang" }, { "善禺", "Shanyu" }, { "云南郡", "Yunnan Province" }, { "云平", "Yunping" }, { "叶榆", "Yeyu" }, { "永宁", "Yongning" }, { "遂久", "Suijiu" }, { "姑复", "Gufu" }, { "蜻蛉", "Qingling" }, { "弄栋", "Nongdong" }, { "邪龙", "Xielong" }, { "无封地", "None" }, { "汉阳", "Hanyang" }, { "左亭", "Zuoting" }, { "华阳", "Huayang" }, { "宛陵", "Wanling" }, { "长罗", "Changluo" }, { "安成", "Ancheng" }, { "太末", "Taimo" }, { "盐渎", "Yandu" }, { "霍人", "Huoren" }, { "比苏", "Bisu" }, { "新会", "Xinhui" }, { "越隽", "Yuejuan" }, { "不明", "Unclear" }, { "傲娇", "Proud" }, { "刚正", "Righteous" }, { "活泼", "Lively" }, { "善良", "Kind" }, { "真诚", "Honest" }, { "洒脱", "Carefree" }, { "高冷", "Cold" }, { "自卑", "Insecure" }, { "怯懦", "Timid" }, { "腼腆", "Shy" }, { "凶狠", "Mean" }, { "善变", "Fickle" }, { "忧郁", "Gloomy" }, { "多疑", "Paranoid" }, { "空", "None" }, { "文", "Writing" }, { "武", "Might" }, { "商", "Business" }, { "艺", "Arts" }, { "巫", "Sorcery" }, { "医", "Medicine" }, { "相", "Daoism" }, { "卜", "Augur" }, { "魅", "Charisma" }, { "工", "Crafting" }, { "香粉", "Rouge" }, { "书法", "Ink" }, { "丹青", "Art" }, { "文玩", "Antique" }, { "茶具", "Tea Set" }, { "香具", "Incense" }, { "瓷器", "Vase" }, { "美酒", "Wine" }, { "琴瑟", "Music" }, { "皮毛", "Pelt" }, { "家", "Family" } }; } public void SetLanguage(string languageCode) { if (translations.ContainsKey(languageCode)) { currentLanguageCode = languageCode; } else { currentLanguageCode = "zh-CN"; } } public string GetTranslation(string key) { if (translations[currentLanguageCode].ContainsKey(key)) { return translations[currentLanguageCode][key]; } return key; } public List<string> GetSupportedLanguages() { return translations.Keys.ToList(); } public string GetLanguageDisplayName(string languageCode) { if (!(languageCode == "zh-CN")) { if (languageCode == "en-US") { return "English"; } return languageCode; } return "中文简体"; } } public static class PluginInfo { public const string PLUGIN_GUID = "cs.HoLMod.MemberCheat.AnZhi20"; public const string PLUGIN_NAME = "HoLMod.MemberCheat"; public const string PLUGIN_VERSION = "2.1.0"; } [BepInPlugin("cs.HoLMod.MemberCheat.AnZhi20", "HoLMod.MemberCheat", "2.1.0")] public class MenberCheat : BaseUnityPlugin { private ConfigEntry<float> menuWidth; private ConfigEntry<float> menuHeight; private static Rect windowRect; private static bool showMenu = false; private static Vector2 scrollPosition = Vector2.zero; private static Vector2 familyScrollPosition = Vector2.zero; private static bool blockGameInput = false; private static bool hasSelectedCategory = false; private int currentMode = 0; private string searchText = ""; private string selectedMemberName = ""; private int currentMemberSubMode = 0; private int currentRoyaltySubMode = 0; private int currentNobleSubMode = 0; private int currentFarmAreaIndex = 0; private int currentFarmIndex = 0; private List<string> currentFarmData = null; private List<string> currentZhuangTouData = null; private int currentFamilyIndex = 0; private bool showTooltip = false; private string tooltipText = ""; private Vector2 tooltipPosition = Vector2.zero; private string A_reputation = "0"; private string A_reputationOriginal = "0"; private string A_title = "0"; private string A_titleOriginal = "0"; private string A_power = "0"; private string A_powerOriginal = "0"; private string A_age = "0"; private string A_ageOriginal = "0"; private string A_health = "0"; private string A_healthOriginal = "0"; private string A_mood = "0"; private string A_moodOriginal = "0"; private string A_charm = "0"; private string A_charmOriginal = "0"; private string A_luck = "0"; private string A_luckOriginal = "0"; private string A_preference = "0"; private string A_preferenceOriginal = "0"; private string A_character = "0"; private string A_characterOriginal = "0"; private string A_talent = "0"; private string A_talentOriginal = "0"; private string A_talentPoint = "0"; private string A_talentPointOriginal = "0"; private string A_skill = "0"; private string A_skillOriginal = "0"; private string A_skillPoint = "0"; private string A_skillPointOriginal = "0"; private string A_intelligence = "0"; private string A_intelligenceOriginal = "0"; private string A_weapon = "0"; private string A_weaponOriginal = "0"; private string A_business = "0"; private string A_businessOriginal = "0"; private string A_art = "0"; private string A_artOriginal = "0"; private string A_strategy = "0"; private string A_strategyOriginal = "0"; private string A_JueWei = "0"; private string A_JueWeiOriginal = "0"; private string A_FengDi = "0"; private string A_FengDiOriginal = "0"; private string A_officialRank = "0@0@0@-1@-1"; private string A_officialRankOriginal = "0@0@0@-1@-1"; private string B_reputation = "0"; private string B_reputationOriginal = "0"; private string B_power = "0"; private string B_powerOriginal = "0"; private string B_age = "0"; private string B_ageOriginal = "0"; private string B_health = "0"; private string B_healthOriginal = "0"; private string B_mood = "0"; private string B_moodOriginal = "0"; private string B_charm = "0"; private string B_charmOriginal = "0"; private string B_luck = "0"; private string B_luckOriginal = "0"; private string B_preference = "0"; private string B_preferenceOriginal = "0"; private string B_character = "0"; private string B_characterOriginal = "0"; private string B_talent = "0"; private string B_talentOriginal = "0"; private string B_talentPoint = "0"; private string B_talentPointOriginal = "0"; private string B_skill = "0"; private string B_skillOriginal = "0"; private string B_skillPoint = "0"; private string B_skillPointOriginal = "0"; private string B_intelligence = "0"; private string B_intelligenceOriginal = "0"; private string B_weapon = "0"; private string B_weaponOriginal = "0"; private string B_business = "0"; private string B_businessOriginal = "0"; private string B_art = "0"; private string B_artOriginal = "0"; private string B_strategy = "0"; private string B_strategyOriginal = "0"; private string C_reputation = "0"; private string C_reputationOriginal = "0"; private string C_power = "0"; private string C_powerOriginal = "0"; private string C_age = "0"; private string C_ageOriginal = "0"; private string C_health = "0"; private string C_healthOriginal = "0"; private string C_mood = "0"; private string C_moodOriginal = "0"; private string C_charm = "0"; private string C_charmOriginal = "0"; private string C_luck = "0"; private string C_luckOriginal = "0"; private string C_character = "0"; private string C_characterOriginal = "0"; private string C_talent = "0"; private string C_talentOriginal = "0"; private string C_talentPoint = "0"; private string C_talentPointOriginal = "0"; private string C_skill = "0"; private string C_skillOriginal = "0"; private string C_skillPoint = "0"; private string C_skillPointOriginal = "0"; private string C_intelligence = "0"; private string C_intelligenceOriginal = "0"; private string C_weapon = "0"; private string C_weaponOriginal = "0"; private string C_business = "0"; private string C_businessOriginal = "0"; private string C_art = "0"; private string C_artOriginal = "0"; private string C_strategy = "0"; private string C_strategyOriginal = "0"; private string C_MenKe_Reward = "0"; private string C_MenKe_RewardOriginal = "0"; private string D_reputation = "0"; private string D_reputationOriginal = "0"; private string D_age = "0"; private string D_ageOriginal = "0"; private string D_health = "0"; private string D_healthOriginal = "0"; private string D_mood = "0"; private string D_moodOriginal = "0"; private string D_charm = "0"; private string D_charmOriginal = "0"; private string D_luck = "0"; private string D_luckOriginal = "0"; private string D_preference = "0"; private string D_preferenceOriginal = "0"; private string D_character = "0"; private string D_characterOriginal = "0"; private string D_talent = "0"; private string D_talentOriginal = "0"; private string D_talentPoint = "0"; private string D_talentPointOriginal = "0"; private string D_skill = "0"; private string D_skillOriginal = "0"; private string D_skillPoint = "0"; private string D_skillPointOriginal = "0"; private string D_intelligence = "0"; private string D_intelligenceOriginal = "0"; private string D_weapon = "0"; private string D_weaponOriginal = "0"; private string D_business = "0"; private string D_businessOriginal = "0"; private string D_art = "0"; private string D_artOriginal = "0"; private string D_strategy = "0"; private string D_strategyOriginal = "0"; private string E_reputation = "0"; private string E_reputationOriginal = "0"; private string E_age = "0"; private string E_ageOriginal = "0"; private string E_health = "0"; private string E_healthOriginal = "0"; private string E_mood = "0"; private string E_moodOriginal = "0"; private string E_charm = "0"; private string E_charmOriginal = "0"; private string E_luck = "0"; private string E_luckOriginal = "0"; private string E_preference = "0"; private string E_preferenceOriginal = "0"; private string E_character = "0"; private string E_characterOriginal = "0"; private string E_talent = "0"; private string E_talentOriginal = "0"; private string E_talentPoint = "0"; private string E_talentPointOriginal = "0"; private string E_skill = "0"; private string E_skillOriginal = "0"; private string E_skillPoint = "0"; private string E_skillPointOriginal = "0"; private string E_intelligence = "0"; private string E_intelligenceOriginal = "0"; private string E_weapon = "0"; private string E_weaponOriginal = "0"; private string E_business = "0"; private string E_businessOriginal = "0"; private string E_art = "0"; private string E_artOriginal = "0"; private string E_strategy = "0"; private string E_strategyOriginal = "0"; private string F_reputation = "0"; private string F_reputationOriginal = "0"; private string F_age = "0"; private string F_ageOriginal = "0"; private string F_health = "0"; private string F_healthOriginal = "0"; private string F_mood = "0"; private string F_moodOriginal = "0"; private string F_charm = "0"; private string F_charmOriginal = "0"; private string F_luck = "0"; private string F_luckOriginal = "0"; private string F_preference = "0"; private string F_preferenceOriginal = "0"; private string F_character = "0"; private string F_characterOriginal = "0"; private string F_talent = "0"; private string F_talentOriginal = "0"; private string F_talentPoint = "0"; private string F_talentPointOriginal = "0"; private string F_skill = "0"; private string F_skillOriginal = "0"; private string F_skillPoint = "0"; private string F_skillPointOriginal = "0"; private string F_intelligence = "0"; private string F_intelligenceOriginal = "0"; private string F_weapon = "0"; private string F_weaponOriginal = "0"; private string F_business = "0"; private string F_businessOriginal = "0"; private string F_art = "0"; private string F_artOriginal = "0"; private string F_strategy = "0"; private string F_strategyOriginal = "0"; private string G_reputation = "0"; private string G_reputationOriginal = "0"; private string G_age = "0"; private string G_ageOriginal = "0"; private string G_health = "0"; private string G_healthOriginal = "0"; private string G_mood = "0"; private string G_moodOriginal = "0"; private string G_charm = "0"; private string G_charmOriginal = "0"; private string G_luck = "0"; private string G_luckOriginal = "0"; private string G_preference = "0"; private string G_preferenceOriginal = "0"; private string G_character = "0"; private string G_characterOriginal = "0"; private string G_talent = "0"; private string G_talentOriginal = "0"; private string G_talentPoint = "0"; private string G_talentPointOriginal = "0"; private string G_skill = "0"; private string G_skillOriginal = "0"; private string G_skillPoint = "0"; private string G_skillPointOriginal = "0"; private string G_intelligence = "0"; private string G_intelligenceOriginal = "0"; private string G_weapon = "0"; private string G_weaponOriginal = "0"; private string G_business = "0"; private string G_businessOriginal = "0"; private string G_art = "0"; private string G_artOriginal = "0"; private string G_strategy = "0"; private string G_strategyOriginal = "0"; private string H_age = "0"; private string H_management = "0"; private string H_loyalty = "0"; private string H_character = "0"; private string H_ageOriginal = "0"; private string H_managementOriginal = "0"; private string H_loyaltyOriginal = "0"; private string H_characterOriginal = "0"; private string H_area = "0"; private string H_areaOriginal = "0"; private string H_farmersPlanting = "0"; private string H_farmersPlantingOriginal = "0"; private string H_farmersBreeding = "0"; private string H_farmersBreedingOriginal = "0"; private string H_farmersCrafting = "0"; private string H_farmersCraftingOriginal = "0"; private string H_zhuangTouAge = "0"; private string H_zhuangTouAgeOriginal = "0"; private string H_zhuangTouManagement = "0"; private string H_zhuangTouManagementOriginal = "0"; private string H_zhuangTouLoyalty = "0"; private string H_zhuangTouLoyaltyOriginal = "0"; private string H_zhuangTouCharacter = "0"; private string H_zhuangTouCharacterOriginal = "0"; private string H_maxResidents = "0"; private string H_maxResidentsOriginal = "0"; private string currentZhuangTouId = ""; private List<string> memberList = new List<string>(); private List<string> filteredMembers = new List<string>(); private List<string> Member_nowData = null; private List<string> Member_quData = null; private List<string> Member_MenKeData = null; private int currentDataIndex = -1; public static string[] JunList = new string[12] { "南郡", "三川郡", "蜀郡", "丹阳郡", "陈留郡", "长沙郡", "会稽郡", "广陵郡", "太原郡", "益州郡", "南海郡", "云南郡" }; public static string[][] XianList = new string[12][] { new string[8] { "临沮", "襄樊", "宜城", "麦城", "华容", "郢亭", "江陵", "夷陵" }, new string[6] { "平阳", "荥阳", "原武", "阳武", "新郑", "宜阳" }, new string[6] { "邛崃", "郫县", "什邡", "绵竹", "新都", "成都" }, new string[6] { "秣陵", "江乘", "江宁", "溧阳", "建邺", "永世" }, new string[6] { "长垣", "远东", "成武", "襄邑", "宁陵", "封丘" }, new string[8] { "零陵", "益阳", "湘县", "袁州", "庐陵", "衡山", "建宁", "桂阳" }, new string[4] { "曲阿", "松江", "山阴", "余暨" }, new string[4] { "平安", "射阳", "海陵", "江都" }, new string[8] { "大陵", "晋阳", "九原", "石城", "阳曲", "魏榆", "孟县", "中都" }, new string[8] { "连然", "谷昌", "同劳", "昆泽", "滇池", "俞元", "胜休", "南安" }, new string[6] { "四会", "阳山", "龙川", "揭岭", "罗阳", "善禺" }, new string[8] { "云平", "叶榆", "永宁", "遂久", "姑复", "蜻陵", "弄栋", "邪龙" } }; private LanguageManager languageManager => LanguageManager.Instance; private void Awake() { //IL_00e0: Unknown result type (might be due to invalid IL or missing references) //IL_00e5: Unknown result type (might be due to invalid IL or missing references) ((BaseUnityPlugin)this).Logger.LogInfo((object)"族人门客修改器已加载!"); string name = CultureInfo.CurrentUICulture.Name; if (name.StartsWith("en")) { languageManager.SetLanguage("en-US"); ((BaseUnityPlugin)this).Logger.LogInfo((object)"语言设置为英文"); } else { languageManager.SetLanguage("zh-CN"); ((BaseUnityPlugin)this).Logger.LogInfo((object)"语言设置为中文"); } menuWidth = ((BaseUnityPlugin)this).Config.Bind<float>("界面设置", "窗口宽度", 1000f, "族人门客修改器窗口的宽度"); menuHeight = ((BaseUnityPlugin)this).Config.Bind<float>("界面设置", "窗口高度", 1400f, "族人门客修改器窗口的高度"); windowRect = new Rect(100f, 200f, menuWidth.Value, menuHeight.Value); filteredMembers = memberList; } private void Update() { //IL_0062: Unknown result type (might be due to invalid IL or missing references) if (Input.GetKeyDown((KeyCode)284)) { showMenu = !showMenu; blockGameInput = showMenu; if (showMenu) { hasSelectedCategory = false; } ((BaseUnityPlugin)this).Logger.LogInfo((object)(showMenu ? "族人门客修改器窗口已打开" : "族人门客修改器窗口已关闭")); } if (blockGameInput) { if (Input.mouseScrollDelta.y != 0f) { Input.ResetInputAxes(); } if (Input.GetMouseButton(0) || Input.GetMouseButton(1) || Input.GetMouseButton(2)) { Input.ResetInputAxes(); } if (Input.anyKeyDown && !Input.GetKeyDown((KeyCode)284)) { Input.ResetInputAxes(); } } } private void OnGUI() { //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Expected O, but got Unknown //IL_007e: Unknown result type (might be due to invalid IL or missing references) //IL_0083: Unknown result type (might be due to invalid IL or missing references) //IL_0098: Unknown result type (might be due to invalid IL or missing references) //IL_00b9: Unknown result type (might be due to invalid IL or missing references) //IL_00d8: Unknown result type (might be due to invalid IL or missing references) //IL_00f9: Unknown result type (might be due to invalid IL or missing references) //IL_0109: Unknown result type (might be due to invalid IL or missing references) //IL_011b: Unknown result type (might be due to invalid IL or missing references) //IL_0127: Unknown result type (might be due to invalid IL or missing references) //IL_0140: Expected O, but got Unknown //IL_013b: Unknown result type (might be due to invalid IL or missing references) //IL_0140: Unknown result type (might be due to invalid IL or missing references) //IL_01f7: Unknown result type (might be due to invalid IL or missing references) //IL_0190: Unknown result type (might be due to invalid IL or missing references) //IL_0195: Unknown result type (might be due to invalid IL or missing references) //IL_01ba: Unknown result type (might be due to invalid IL or missing references) //IL_01ca: Unknown result type (might be due to invalid IL or missing references) //IL_01d5: Unknown result type (might be due to invalid IL or missing references) //IL_01da: Unknown result type (might be due to invalid IL or missing references) //IL_01e6: Unknown result type (might be due to invalid IL or missing references) //IL_01f5: Expected O, but got Unknown //IL_01f0: Unknown result type (might be due to invalid IL or missing references) showTooltip = false; if (!showMenu) { return; } GUI.skin.window.fontSize = 12; GUI.skin.window.padding = new RectOffset(20, 20, 10, 10); GUI.skin.label.fontSize = 12; GUI.skin.button.fontSize = 12; GUI.skin.textField.fontSize = 12; Color backgroundColor = GUI.backgroundColor; GUI.backgroundColor = new Color(0.9f, 0.9f, 0.9f, 0.95f); GUI.BeginGroup(new Rect(0f, 0f, (float)Screen.width, (float)Screen.height)); GUI.color = new Color(0f, 0f, 0f, 0.1f); GUI.DrawTexture(new Rect(0f, 0f, (float)Screen.width, (float)Screen.height), (Texture)(object)Texture2D.whiteTexture); GUI.color = Color.white; GUI.EndGroup(); windowRect = GUI.Window(0, windowRect, new WindowFunction(DrawWindow), "", GUI.skin.window); ((Rect)(ref windowRect)).width = menuWidth.Value; ((Rect)(ref windowRect)).height = menuHeight.Value; if (showTooltip && !string.IsNullOrEmpty(tooltipText)) { Vector2 val = tooltipPosition; val.y -= 30f; GUI.backgroundColor = new Color(0.95f, 0.95f, 0.95f, 0.95f); GUI.Window(999, new Rect(val, new Vector2(100f, 30f)), (WindowFunction)delegate { //IL_0015: Unknown result type (might be due to invalid IL or missing references) GUI.Label(new Rect(5f, 5f, 90f, 20f), tooltipText); }, ""); } GUI.backgroundColor = backgroundColor; } private void DrawWindow(int windowID) { //IL_31c6: Unknown result type (might be due to invalid IL or missing references) //IL_31cd: Expected O, but got Unknown //IL_31e8: Unknown result type (might be due to invalid IL or missing references) //IL_31ef: Expected O, but got Unknown //IL_1088: Unknown result type (might be due to invalid IL or missing references) //IL_10a5: Unknown result type (might be due to invalid IL or missing references) //IL_10aa: Unknown result type (might be due to invalid IL or missing references) //IL_0bec: Unknown result type (might be due to invalid IL or missing references) //IL_0c09: Unknown result type (might be due to invalid IL or missing references) //IL_0c0e: Unknown result type (might be due to invalid IL or missing references) //IL_0d01: Unknown result type (might be due to invalid IL or missing references) //IL_0d1e: Unknown result type (might be due to invalid IL or missing references) //IL_0d23: Unknown result type (might be due to invalid IL or missing references) //IL_114d: Unknown result type (might be due to invalid IL or missing references) //IL_1165: Unknown result type (might be due to invalid IL or missing references) //IL_116a: Unknown result type (might be due to invalid IL or missing references) //IL_11da: Unknown result type (might be due to invalid IL or missing references) //IL_11e1: Expected O, but got Unknown //IL_0ddb: Unknown result type (might be due to invalid IL or missing references) //IL_0de2: Expected O, but got Unknown //IL_25df: Unknown result type (might be due to invalid IL or missing references) //IL_25e6: Expected O, but got Unknown GUI.skin.label.fontSize = 14; GUI.skin.button.fontSize = 14; GUI.skin.textField.fontSize = 14; GUI.skin.window.fontSize = 14; GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true) }); GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>()); GUILayout.FlexibleSpace(); GUILayout.Label(languageManager.GetTranslation("成员修改器"), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(false) }); GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); if (GUILayout.Button(languageManager.GetTranslation("族人修改"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMode = 0; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); if (GUILayout.Button(languageManager.GetTranslation("门客修改"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMode = 1; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); if (GUILayout.Button(languageManager.GetTranslation("皇室修改"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMode = 2; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); if (GUILayout.Button(languageManager.GetTranslation("世家修改"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMode = 3; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); if (GUILayout.Button(languageManager.GetTranslation("农庄修改"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMode = 4; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.EndHorizontal(); GUILayout.Space(10f); if (currentMode == 0) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); if (GUILayout.Button(languageManager.GetTranslation("族人家族"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMemberSubMode = 1; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } if (GUILayout.Button(languageManager.GetTranslation("族人妻妾"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentMemberSubMode = 2; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10f); } if (currentMode == 2) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); if (GUILayout.Button(languageManager.GetTranslation("皇室主脉"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentRoyaltySubMode = 1; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } if (GUILayout.Button(languageManager.GetTranslation("皇家妻妾"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentRoyaltySubMode = 2; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10f); } if (currentMode == 3) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); if (GUILayout.Button(languageManager.GetTranslation("世家主脉"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentNobleSubMode = 1; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } if (GUILayout.Button(languageManager.GetTranslation("世家妻妾"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(150f), GUILayout.Height(30f) })) { currentNobleSubMode = 2; hasSelectedCategory = true; ResetAttributeValues(); ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10f); } if (hasSelectedCategory) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("名字搜索:"), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); string text = GUILayout.TextField(searchText, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); if (text != searchText) { searchText = text; FilterMembers(); } if (GUILayout.Button(languageManager.GetTranslation("清空"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(60f), GUILayout.Height(20f) })) { ClearSearchText(); } GUILayout.EndHorizontal(); GUILayout.Space(10f); if (currentMode == 4 || currentMode == 3) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("选择郡: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); if (GUILayout.Button(languageManager.GetTranslation("大地图"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(120f), GUILayout.Height(25f) })) { currentFarmAreaIndex = 0; ClearSearchText(); FilterMembers(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(5f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Space(80f); string[] array = new string[6] { "南郡", "三川郡", "蜀郡", "丹阳郡", "陈留郡", "长沙郡" }; for (int i = 0; i < array.Length; i++) { if (GUILayout.Button(languageManager.GetTranslation(array[i]), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(140f), GUILayout.Height(25f) })) { currentFarmAreaIndex = i + 1; ClearSearchText(); FilterMembers(); } } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(5f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Space(80f); string[] array2 = new string[6] { "会稽郡", "广陵郡", "太原郡", "益州郡", "南海郡", "云南郡" }; for (int j = 0; j < array2.Length; j++) { if (GUILayout.Button(languageManager.GetTranslation(array2[j]), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(140f), GUILayout.Height(25f) })) { currentFarmAreaIndex = j + 7; ClearSearchText(); FilterMembers(); } } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10f); } if (currentMode == 3) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("选择家族: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(100f) }); List<string> list = new List<string> { languageManager.GetTranslation("全部家族") }; Dictionary<int, int> dictionary = new Dictionary<int, int> { { 0, -1 } }; int num = 1; if (Mainload.ShiJia_Now != null) { for (int k = 0; k < Mainload.ShiJia_Now.Count; k++) { if (Mainload.ShiJia_Now[k] == null || Mainload.ShiJia_Now[k].Count <= 1) { continue; } string text2 = Mainload.ShiJia_Now[k][1]; string text3 = ""; int result = -1; int result2 = -1; string[] array3 = Mainload.ShiJia_Now[k][5].Split(new char[1] { '|' }); int.TryParse(array3[0], out result); int.TryParse(array3[1], out result2); if (Mainload.ShiJia_Now[k].Count > 5 && !string.IsNullOrEmpty(Mainload.ShiJia_Now[k][5]) && array3.Length >= 2 && result >= 0 && result < JunList.Length) { text3 = languageManager.GetTranslation(JunList[result]); if (result2 >= 0 && result2 < XianList[result].Length) { text3 = text3 + "-" + languageManager.GetTranslation(XianList[result][result2]); } } bool flag = currentFarmAreaIndex <= 0; if (!flag && result >= 0 && result < JunList.Length) { flag = currentFarmAreaIndex - 1 == result; } if (flag) { string translation = languageManager.GetTranslation("家"); list.Add(text2 + translation + " (" + text3 + ")"); dictionary[num] = k; num++; } } } GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.Height(120f) }); familyScrollPosition = GUILayout.BeginScrollView(familyScrollPosition, (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true) }); for (int l = 0; l < list.Count; l++) { if (GUILayout.Button(list[l], (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.Height(25f) })) { int num2 = dictionary[l]; currentFamilyIndex = num2; ClearSearchText(); FilterMembers(); } } GUILayout.EndScrollView(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("选择成员: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(100f) }); GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.Height(120f) }); scrollPosition = GUILayout.BeginScrollView(scrollPosition, (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true) }); foreach (string filteredMember in filteredMembers) { if (GUILayout.Button(filteredMember, (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.Height(25f) })) { selectedMemberName = filteredMember; LoadMemberData(filteredMember); } } GUILayout.EndScrollView(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.FlexibleSpace(); GUIStyle val = new GUIStyle(GUI.skin.label); val.alignment = (TextAnchor)4; val.fontStyle = (FontStyle)1; if (!string.IsNullOrEmpty(selectedMemberName)) { string translation2 = languageManager.GetTranslation("全郡"); if (currentFarmAreaIndex > 0) { string[] array4 = new string[13] { "", languageManager.GetTranslation("南郡"), languageManager.GetTranslation("三川郡"), languageManager.GetTranslation("蜀郡"), languageManager.GetTranslation("丹阳郡"), languageManager.GetTranslation("陈留郡"), languageManager.GetTranslation("长沙郡"), languageManager.GetTranslation("会稽郡"), languageManager.GetTranslation("广陵郡"), languageManager.GetTranslation("太原郡"), languageManager.GetTranslation("益州郡"), languageManager.GetTranslation("南海郡"), languageManager.GetTranslation("云南郡") }; if (currentFarmAreaIndex < array4.Length) { translation2 = languageManager.GetTranslation(array4[currentFarmAreaIndex]); } } string text4 = languageManager.GetTranslation("全部家族"); if (currentFamilyIndex >= 0 && Mainload.ShiJia_Now != null && currentFamilyIndex < Mainload.ShiJia_Now.Count && Mainload.ShiJia_Now[currentFamilyIndex] != null && Mainload.ShiJia_Now[currentFamilyIndex].Count > 1) { text4 = Mainload.ShiJia_Now[currentFamilyIndex][1] + "家"; } GUILayout.Label(languageManager.GetTranslation("已选择:") + translation2 + "-" + text4 + "-" + selectedMemberName, val, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(400f) }); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(15f); } else { GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.Height(150f) }); scrollPosition = GUILayout.BeginScrollView(scrollPosition, (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true) }); foreach (string filteredMember2 in filteredMembers) { if (GUILayout.Button(filteredMember2, (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.ExpandWidth(true), GUILayout.Height(30f) })) { selectedMemberName = filteredMember2; LoadMemberData(filteredMember2); } } GUILayout.EndScrollView(); GUILayout.EndVertical(); } GUILayout.Space(10f); GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); Vector2 val2 = GUILayout.BeginScrollView(Vector2.zero, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Height(750f) }); if (currentMode == 0) { if (currentMemberSubMode == 1) { GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("官职: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(100f) }); GUIStyle val3 = new GUIStyle(GUI.skin.label); val3.alignment = (TextAnchor)4; GUILayout.Label(OfficialRankCodeToChinese(A_officialRankOriginal), val3, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(OfficialRankCodeToChinese(A_officialRank), val3, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(450f) }); string[] array5 = new string[7] { "6", "5", "4", "3", "2", "1", "0" }; string[] array6 = new string[7] { "一品", "二品", "三品", "四品", "五品", "六品", "七品" }; for (int m = 0; m < array5.Length; m++) { if (GUILayout.Button(languageManager.GetTranslation(array6[m]), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(60f), GUILayout.Height(20f) })) { int num3 = 5; int num4 = 0; int num5 = -1; A_officialRank = $"{num3}@{array5[m]}@{num4}@{num5}@{num5}"; Debug.Log((object)("生成的官职代码: " + A_officialRank)); Debug.Log((object)("对应的中文官职: " + OfficialRankCodeToChinese(A_officialRank))); } } GUILayout.EndHorizontal(); GUILayout.EndHorizontal(); DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref A_reputationOriginal, ref A_reputation); DrawAttributeRow(languageManager.GetTranslation("体力:"), ref A_powerOriginal, ref A_power); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref A_ageOriginal, ref A_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref A_healthOriginal, ref A_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref A_moodOriginal, ref A_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref A_charmOriginal, ref A_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref A_luckOriginal, ref A_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref A_characterOriginal, ref A_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref A_talentOriginal, ref A_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref A_talentPointOriginal, ref A_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref A_skillOriginal, ref A_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref A_skillPointOriginal, ref A_skillPoint); DrawAttributeRow(languageManager.GetTranslation("喜好:"), ref A_preferenceOriginal, ref A_preference); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref A_intelligenceOriginal, ref A_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref A_weaponOriginal, ref A_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref A_businessOriginal, ref A_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref A_artOriginal, ref A_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref A_strategyOriginal, ref A_strategy); DrawAttributeRow(languageManager.GetTranslation("爵位:"), ref A_JueWeiOriginal, ref A_JueWei); DrawAttributeRow(languageManager.GetTranslation("封地:"), ref A_FengDiOriginal, ref A_FengDi); } else if (currentMemberSubMode == 2) { DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref B_reputationOriginal, ref B_reputation); DrawAttributeRow(languageManager.GetTranslation("体力:"), ref B_powerOriginal, ref B_power); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref B_ageOriginal, ref B_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref B_healthOriginal, ref B_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref B_moodOriginal, ref B_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref B_charmOriginal, ref B_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref B_luckOriginal, ref B_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref B_characterOriginal, ref B_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref B_talentOriginal, ref B_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref B_talentPointOriginal, ref B_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref B_skillOriginal, ref B_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref B_skillPointOriginal, ref B_skillPoint); DrawAttributeRow(languageManager.GetTranslation("喜好:"), ref B_preferenceOriginal, ref B_preference); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref B_intelligenceOriginal, ref B_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref B_weaponOriginal, ref B_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref B_businessOriginal, ref B_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref B_artOriginal, ref B_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref B_strategyOriginal, ref B_strategy); } } else if (currentMode == 1) { DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref C_reputationOriginal, ref C_reputation); DrawAttributeRow(languageManager.GetTranslation("体力:"), ref C_powerOriginal, ref C_power); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref C_ageOriginal, ref C_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref C_healthOriginal, ref C_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref C_moodOriginal, ref C_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref C_charmOriginal, ref C_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref C_luckOriginal, ref C_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref C_characterOriginal, ref C_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref C_talentOriginal, ref C_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref C_talentPointOriginal, ref C_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref C_skillOriginal, ref C_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref C_skillPointOriginal, ref C_skillPoint); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref C_intelligenceOriginal, ref C_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref C_weaponOriginal, ref C_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref C_businessOriginal, ref C_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref C_artOriginal, ref C_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref C_strategyOriginal, ref C_strategy); DrawAttributeRow(languageManager.GetTranslation("门客酬劳:"), ref C_MenKe_RewardOriginal, ref C_MenKe_Reward); } else if (currentMode == 2) { if (currentRoyaltySubMode == 1) { DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref D_reputationOriginal, ref D_reputation); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref D_ageOriginal, ref D_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref D_healthOriginal, ref D_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref D_moodOriginal, ref D_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref D_charmOriginal, ref D_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref D_luckOriginal, ref D_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref D_characterOriginal, ref D_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref D_talentOriginal, ref D_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref D_talentPointOriginal, ref D_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref D_skillOriginal, ref D_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref D_skillPointOriginal, ref D_skillPoint); DrawAttributeRow(languageManager.GetTranslation("喜好:"), ref D_preferenceOriginal, ref D_preference); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref D_intelligenceOriginal, ref D_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref D_weaponOriginal, ref D_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref D_businessOriginal, ref D_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref D_artOriginal, ref D_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref D_strategyOriginal, ref D_strategy); } else if (currentRoyaltySubMode == 2) { DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref E_reputationOriginal, ref E_reputation); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref E_ageOriginal, ref E_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref E_healthOriginal, ref E_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref E_moodOriginal, ref E_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref E_charmOriginal, ref E_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref E_luckOriginal, ref E_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref E_characterOriginal, ref E_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref E_talentOriginal, ref E_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref E_talentPointOriginal, ref E_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref E_skillOriginal, ref E_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref E_skillPointOriginal, ref E_skillPoint); DrawAttributeRow(languageManager.GetTranslation("喜好:"), ref E_preferenceOriginal, ref E_preference); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref E_intelligenceOriginal, ref E_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref E_weaponOriginal, ref E_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref E_businessOriginal, ref E_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref E_artOriginal, ref E_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref E_strategyOriginal, ref E_strategy); } } else if (currentMode == 3) { if (currentNobleSubMode == 1) { DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref F_reputationOriginal, ref F_reputation); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref F_ageOriginal, ref F_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref F_healthOriginal, ref F_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref F_moodOriginal, ref F_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref F_charmOriginal, ref F_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref F_luckOriginal, ref F_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref F_characterOriginal, ref F_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref F_talentOriginal, ref F_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref F_talentPointOriginal, ref F_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref F_skillOriginal, ref F_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref F_skillPointOriginal, ref F_skillPoint); DrawAttributeRow(languageManager.GetTranslation("喜好:"), ref F_preferenceOriginal, ref F_preference); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref F_intelligenceOriginal, ref F_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref F_weaponOriginal, ref F_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref F_businessOriginal, ref F_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref F_artOriginal, ref F_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref F_strategyOriginal, ref F_strategy); } else if (currentNobleSubMode == 2) { DrawAttributeRow(languageManager.GetTranslation("声誉:"), ref G_reputationOriginal, ref G_reputation); DrawAttributeRow(languageManager.GetTranslation("年龄:"), ref G_ageOriginal, ref G_age); DrawAttributeRow(languageManager.GetTranslation("健康:"), ref G_healthOriginal, ref G_health); DrawAttributeRow(languageManager.GetTranslation("心情:"), ref G_moodOriginal, ref G_mood); DrawAttributeRow(languageManager.GetTranslation("魅力:"), ref G_charmOriginal, ref G_charm); DrawAttributeRow(languageManager.GetTranslation("幸运:"), ref G_luckOriginal, ref G_luck); DrawAttributeRow(languageManager.GetTranslation("品性:"), ref G_characterOriginal, ref G_character); DrawAttributeRow(languageManager.GetTranslation("天赋:"), ref G_talentOriginal, ref G_talent); DrawAttributeRow(languageManager.GetTranslation("天赋点:"), ref G_talentPointOriginal, ref G_talentPoint); DrawAttributeRow(languageManager.GetTranslation("技能:"), ref G_skillOriginal, ref G_skill); DrawAttributeRow(languageManager.GetTranslation("技能点:"), ref G_skillPointOriginal, ref G_skillPoint); DrawAttributeRow(languageManager.GetTranslation("喜好:"), ref G_preferenceOriginal, ref G_preference); DrawAttributeRow(languageManager.GetTranslation("文才:"), ref G_intelligenceOriginal, ref G_intelligence); DrawAttributeRow(languageManager.GetTranslation("武才:"), ref G_weaponOriginal, ref G_weapon); DrawAttributeRow(languageManager.GetTranslation("商才:"), ref G_businessOriginal, ref G_business); DrawAttributeRow(languageManager.GetTranslation("艺才:"), ref G_artOriginal, ref G_art); DrawAttributeRow(languageManager.GetTranslation("计谋:"), ref G_strategyOriginal, ref G_strategy); } } else if (currentMode == 4) { GUILayout.Space(10f); GUIStyle val4 = new GUIStyle(GUI.skin.label); val4.alignment = (TextAnchor)4; GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("农庄面积: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_areaOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_area, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); if (GUILayout.Button("4", (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(50f), GUILayout.Height(30f) })) { H_area = "4"; } if (GUILayout.Button("9", (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(50f), GUILayout.Height(30f) })) { H_area = "9"; } if (GUILayout.Button("16", (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(50f), GUILayout.Height(30f) })) { H_area = "16"; } if (GUILayout.Button("25", (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(50f), GUILayout.Height(30f) })) { H_area = "25"; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("农户数量-种植: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_farmersPlantingOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_farmersPlanting, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); string text5 = GUILayout.TextField(H_farmersPlanting, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); if (text5 != H_farmersPlanting) { H_farmersPlanting = text5; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("农户数量-养殖: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_farmersBreedingOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_farmersBreeding, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); string text6 = GUILayout.TextField(H_farmersBreeding, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); if (text6 != H_farmersBreeding) { H_farmersBreeding = text6; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("农户数量-手工: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_farmersCraftingOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_farmersCrafting, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); string text7 = GUILayout.TextField(H_farmersCrafting, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); if (text7 != H_farmersCrafting) { H_farmersCrafting = text7; } GUILayout.EndHorizontal(); if (!string.IsNullOrEmpty(currentZhuangTouId)) { GUILayout.Space(20f); GUILayout.Label(languageManager.GetTranslation("庄头属性: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(100f) }); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("年龄: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_zhuangTouAgeOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_zhuangTouAge, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); string text8 = GUILayout.TextField(H_zhuangTouAge, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); if (text8 != H_zhuangTouAge) { H_zhuangTouAge = text8; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("管理: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_zhuangTouManagementOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_zhuangTouManagement, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); string text9 = GUILayout.TextField(H_zhuangTouManagement, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); if (text9 != H_zhuangTouManagement) { H_zhuangTouManagement = text9; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("忠诚: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(H_zhuangTouLoyaltyOriginal, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(H_zhuangTouLoyalty, val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); string text10 = GUILayout.TextField(H_zhuangTouLoyalty, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); if (text10 != H_zhuangTouLoyalty) { H_zhuangTouLoyalty = text10; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(languageManager.GetTranslation("性格: "), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(150f) }); GUILayout.Label(CharacterCodeToChinese(H_zhuangTouCharacterOriginal), val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(CharacterCodeToChinese(H_zhuangTouCharacter), val4, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(300f) }); GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>()); string[] array7 = new string[7] { "1", "2", "3", "4", "5", "6", "7" }; string[] array8 = new string[7] { "傲娇", "刚正", "活泼", "善良", "真诚", "洒脱", "高冷" }; for (int n = 0; n < array7.Length; n++) { if (GUILayout.Button(languageManager.GetTranslation(array8[n]), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(120f), GUILayout.Height(20f) })) { H_zhuangTouCharacter = array7[n]; } } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>()); string[] array9 = new string[7] { "8", "9", "10", "11", "12", "13", "14" }; string[] array10 = new string[7] { "自卑", "怯懦", "腼腆", "凶狠", "善变", "忧郁", "多疑" }; for (int num6 = 0; num6 < array9.Length; num6++) { if (GUILayout.Button(languageManager.GetTranslation(array10[num6]), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(120f), GUILayout.Height(20f) })) { H_zhuangTouCharacter = array9[num6]; } } GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); } else { GUILayout.Space(20f); GUILayout.Label(languageManager.GetTranslation("当前农庄暂无庄头"), (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(200f) }); } } GUILayout.EndScrollView(); GUILayout.EndVertical(); GUILayout.Space(10f); GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.FlexibleSpace(); if (GUILayout.Button(languageManager.GetTranslation("修改"), (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(200f), GUILayout.Height(50f) })) { ApplyChanges(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.Space(10f); } else { GUILayout.Space(20f); GUILayout.BeginVertical(Array.Empty<GUILayoutOption>()); GUIStyle val5 = new GUIStyle(GUI.skin.label); val5.fontSize *= 2; GUIStyle val6 = new GUIStyle(GUI.skin.box); val6.fontSize *= 2; GUILayout.Label(languageManager.GetTranslation("使用说明:"), val6, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("1. 请在点击修改前先保存游戏,以便回档"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("2. 按F3键显示/隐藏窗口"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("3. 选择修改类型:族人修改/门客修改/皇室修改/世家修改/农庄修改"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("4. 族人模式下可选择:族人家族/族人妻妾"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("5. 皇室模式下可选择:皇室主脉/皇家妻妾"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("6. 世家模式下可选择:世家主脉/世家妻妾"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("7. 输入部分字符可搜索角色"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("8. 选择角色后可以通过点击按钮或者直接在文本框中输入来修改对应的属性值"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("9. 点击修改按钮应用更改"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(languageManager.GetTranslation("Mod作者:AnZhi20"), val5, Array.Empty<GUILayoutOption>()); GUILayout.Label(string.Format(languageManager.GetTranslation("Mod版本:{0}"), "2.1.0"), val5, Array.Empty<GUILayoutOption>()); GUILayout.EndVertical(); } GUILayout.EndVertical(); GUI.DragWindow(); } private string SkillCodeToChinese(string skillCode) { if (string.IsNullOrEmpty(skillCode)) { return ""; } string text = ""; char[] array = skillCode.ToCharArray(); char[] array2 = array; for (int i = 0; i < array2.Length; i++) { char c = array2[i]; text = c switch { '0' => text + languageManager.GetTranslation("空"), '1' => text + languageManager.GetTranslation("巫"), '2' => text + languageManager.GetTranslation("医"), '3' => text + languageManager.GetTranslation("相"), '4' => text + languageManager.GetTranslation("卜"), '5' => text + languageManager.GetTranslation("魅"), '6' => text + languageManager.GetTranslation("工"), _ => text + c, }; } return text; } private string TalentCodeToChinese(string talentCode) { if (string.IsNullOrEmpty(talentCode)) { return ""; } string text = ""; char[] array = talentCode.ToCharArray(); char[] array2 = array; for (int i = 0; i < array2.Length; i++) { char c = array2[i]; text = c switch { '0' => text + languageManager.GetTranslation("空"), '1' => text + languageManager.GetTranslation("文"), '2' => text + languageManager.GetTranslation("武"), '3' => text + languageManager.GetTranslation("商"), '4' => text + languageManager.GetTranslation("艺"), _ => text + c, }; } return text; } private string PreferenceCodeToChinese(string preferenceCode) { if (string.IsNullOrEmpty(preferenceCode)) { return ""; } string text = ""; char[] array = preferenceCode.ToCharArray(); char[] array2 = array; for (int i = 0; i < array2.Length; i++) { char c = array2[i]; text = c switch { '0' => text + languageManager.GetTranslation("香粉"), '1' => text + languageManager.GetTranslation("书法"), '2' => text + languageManager.GetTranslation("丹青"), '3' => text + languageManager.GetTranslation("文玩"), '4' => text + languageManager.GetTranslation("茶具、"), '5' => text + languageManager.GetTranslation("香具、"), '6' => text + languageManager.GetTranslation("瓷器、"), '7' => text + languageManager.GetTranslation("美酒、"), '8' => text + languageManager.GetTranslation("琴瑟、"), '9' => text + languageManager.GetTranslation("皮毛、"), _ => text + c, }; } if (text.EndsWith("、")) { text = text.Substring(0, text.Length - 1); } return text; } private string CharacterCodeToChinese(string characterCode) { if (string.IsNullOrEmpty(characterCode)) { return ""; } return characterCode switch { "0" => languageManager.GetTranslation("不明"), "1" => languageManager.GetTranslation("傲娇"), "2" => languageManager.GetTranslation("刚正"), "3" => languageManager.GetTranslation("活泼"), "4" => languageManager.GetTranslation("善良"), "5" => languageManager.GetTranslation("真诚"), "6" => languageManager.GetTranslation("洒脱"), "7" => languageManager.GetTranslation("高冷"), "8" => languageManager.GetTranslation("自卑"), "9" => languageManager.GetTranslation("怯懦"), "10" => languageManager.GetTranslation("腼腆"), "11" => languageManager.GetTranslation("凶狠"), "12" => languageManager.GetTranslation("善变"), "13" => languageManager.GetTranslation("忧郁"), "14" => languageManager.GetTranslation("多疑"), _ => characterCode, }; } private string OfficialRankCodeToChinese(string officialRankCode) { Debug.Log((object)("OfficialRankCodeToChinese 输入: " + officialRankCode)); string text = officialRankCode; if (officialRankCode.Contains("|")) { text = officialRankCode.Split(new char[1] { '|' })[0]; Debug.Log((object)("提取|前面部分: " + text)); } int num = 0; int num2 = 0; int num3 = 0; int num4 = 0; int num5 = 0; try { string[] array = text.Split(new char[1] { '@' }); Debug.Log((object)("分割后部分数量: " + array.Length)); if (array.Length >= 5) { num = int.Parse(array[0]); num2 = int.Parse(array[1]); num3 = int.Parse(array[2]); num4 = int.Parse(array[3]); num5 = int.Parse(array[4]); Debug.Log((object)$"解析后参数: i={num}, j={num2}, k={num3}, l={num4}, m={num5}"); string officialPosition = GuanZhiData.GetOfficialPosition(num, num2, num3, num4, num5); Debug.Log((object)("GetOfficialPosition 返回: " + officialPosition)); return languageManager.GetTranslation(officialPosition); } Debug.Log((object)"部分数量不足5个"); } catch (Exception ex) { Debug.LogError((object)("解析官职代码时出错: " + ex.Message)); } Debug.Log((object)"返回默认值: 未知官职"); return languageManager.GetTranslation("未知官职"); } private string JueWeiCodeToChinese(string jueWeiCode) { if (string.IsNullOrEmpty(jueWeiCode)) { return ""; } return jueWeiCode switch { "0" => languageManager.GetTranslation("空"), "1" => languageManager.GetTranslation("伯爵"), "2" => languageManager.GetTranslation("侯爵"), "3" => languageManager.GetTranslation("公爵"), "4" => languageManager.GetTranslation("王爵"), _ => jueWeiCode, }; } private string FengDiCodeToChinese(string fengDiCode) { if (string.IsNullOrEmpty(fengDiCode)) { return ""; } return fengDiCode switch { "0" => languageManager.GetTranslation("无封地"), "1" => languageManager.GetTranslation("南郡") + "-" + languageManager.GetTranslation("汉阳"), "2" => languageManager.GetTranslation("三川郡") + "-" + languageManager.GetTranslation("左亭"), "3" => languageManager.GetTranslation("蜀郡") + "-" + languageManager.GetTranslation("华阳"), "4" => languageManager.GetTranslation("丹阳郡") + "-" + languageManager.GetTranslation("宛陵"), "5" => languageManager.GetTranslation("陈留郡") + "-" + languageManager.GetTranslation("长罗"), "6" => languageManager.GetTranslation("长沙郡") + "-" + languageManager.GetTranslation("安成"), "7" => languageManager.GetTranslation("会稽郡") + "-" + languageManager.GetTranslation("太末"), "8" => languageManager.GetTranslation("广陵郡") + "-" + languageManager.GetTranslation("盐渎"), "9" => languageManager.GetTranslation("太原郡") + "-" + languageManager.GetTranslation("霍人"), "10" => languageManager.GetTranslation("益州郡") + "-" + languageManager.GetTranslation("比苏"), "11" => languageManager.GetTranslation("南海郡") + "-" + languageManager.GetTranslation("新会"), "12" => languageManager.GetTranslation("云南郡") + "-" + languageManager.GetTranslation("越隽"), _ => fengDiCode, }; } private void DrawAttributeRow(string label, ref string originalValue, ref string currentValue) { //IL_0058: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Expected O, but got Unknown //IL_03af: Unknown result type (might be due to invalid IL or missing references) //IL_03b6: Expected O, but got Unknown //IL_057b: Unknown result type (might be due to invalid IL or missing references) //IL_0582: Expected O, but got Unknown //IL_0639: Unknown result type (might be due to invalid IL or missing references) //IL_066d: Expected O, but got Unknown //IL_0668: Unknown result type (might be due to invalid IL or missing references) //IL_066d: Unknown result type (might be due to invalid IL or missing references) //IL_066f: Unknown result type (might be due to invalid IL or missing references) //IL_0183: Unknown result type (might be due to invalid IL or missing references) //IL_01b7: Expected O, but got Unknown //IL_01b2: Unknown result type (might be due to invalid IL or missing references) //IL_01b7: Unknown result type (might be due to invalid IL or missing references) //IL_01b9: Unknown result type (might be due to invalid IL or missing references) //IL_09b0: Unknown result type (might be due to invalid IL or missing references) //IL_09b7: Expected O, but got Unknown //IL_069c: Unknown result type (might be due to invalid IL or missing references) //IL_01e4: Unknown result type (might be due to invalid IL or missing references) //IL_0e39: Unknown result type (might be due to invalid IL or missing references) //IL_0e40: Expected O, but got Unknown //IL_06cb: Unknown result type (might be due to invalid IL or missing references) //IL_06d0: Unknown result type (might be due to invalid IL or missing references) //IL_0212: Unknown result type (might be due to invalid IL or missing references) //IL_0217: Unknown result type (might be due to invalid IL or missing references) //IL_02be: Unknown result type (might be due to invalid IL or missing references) //IL_02f2: Expected O, but got Unknown //IL_02ed: Unknown result type (might be due to invalid IL or missing references) //IL_02f2: Unknown result type (might be due to invalid IL or missing references) //IL_02f4: Unknown result type (might be due to invalid IL or missing references) //IL_116a: Unknown result type (might be due to invalid IL or missing references) //IL_1171: Expected O, but got Unknown //IL_0321: Unknown result type (might be due to invalid IL or missing references) //IL_13ee: Unknown result type (might be due to invalid IL or missing references) //IL_13f5: Expected O, but got Unknown //IL_0770: Unknown result type (might be due to invalid IL or missing references) //IL_07a4: Expected O, but got Unknown //IL_079f: Unknown result type (might be due to invalid IL or missing references) //IL_07a4: Unknown result type (might be due to invalid IL or missing references) //IL_07a6: Unknown result type (might be due to invalid IL or missing references) //IL_0350: Unknown result type (might be due to invalid IL or missing references) //IL_0355: Unknown result type (might be due to invalid IL or missing references) //IL_1741: Unknown result type (might be due to invalid IL or missing references) //IL_1748: Expected O, but got Unknown //IL_07d3: Unknown result type (might be due to invalid IL or missing references) //IL_19d0: Unknown result type (might be due to invalid IL or missing references) //IL_19d7: Expected O, but got Unknown //IL_0802: Unknown result type (might be due to invalid IL or missing references) //IL_0807: Unknown result type (might be due to invalid IL or missing references) //IL_08bf: Unknown result type (might be due to invalid IL or missing references) //IL_08f3: Expected O, but got Unknown //IL_08ee: Unknown result type (might be due to invalid IL or missing references) //IL_08f3: Unknown result type (might be due to invalid IL or missing references) //IL_08f5: Unknown result type (might be due to invalid IL or missing references) //IL_2049: Unknown result type (might be due to invalid IL or missing references) //IL_2050: Expected O, but got Unknown //IL_1c33: Unknown result type (might be due to invalid IL or missing references) //IL_1c3a: Expected O, but got Unknown //IL_0922: Unknown result type (might be due to invalid IL or missing references) //IL_0951: Unknown result type (might be due to invalid IL or missing references) //IL_0956: Unknown result type (might be due to invalid IL or missing references) GUILayout.BeginHorizontal((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.ExpandWidth(true) }); GUILayout.Label(label, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(100f) }); if (label == languageManager.GetTranslation("爱好:")) { GUIStyle val = new GUIStyle(GUI.skin.label); val.alignment = (TextAnchor)4; GUILayout.Label(PreferenceCodeToChinese(originalValue), val, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(60f) }); GUILayout.Space(32f); GUILayout.Label("→", (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(20f) }); GUILayout.Space(40f); GUILayout.Label(PreferenceCodeToChinese(currentValue), val, (GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(80f) }); GUILayout.Space(32f); GUILayout.BeginVertical((GUILayoutOption[])(object)new GUILayoutOption[1] { GUILayout.Width(350f) }); GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>()); string[] array = new string[5] { "0", "1", "2", "3", "4" }; string[] array2 = new string[5] { "香粉", "书法", "丹青", "文玩", "茶具" }; for (int i = 0; i < array.Length; i++) { Rect rect = GUILayoutUtility.GetRect(new GUIContent(languageManager.GetTranslation(array2[i])), GUI.skin.button, (GUILayoutOption[])(object)new GUILayoutOption[2] { GUILayout.Width(180f), GUILayout.Height(20f) }); if (GUI.Button(rect, languageManager.GetTranslation(array2[i]))) { currentValue = array[i]; } if (((Rect)(ref rect)).Contains(Event.current.mousePosition)) { showTooltip = true; tooltipText = PreferenceCodeToChinese(array[i]); tooltipPosition = Event.current.mousePosition; } } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(Array.Empty<GUILayoutOption>()); string[] array3 = new string[5] { "5", "6", "7", "8", "9" }; string[] array4 = new string[5] { "香具", "瓷器", "美酒", "琴瑟", "皮毛" }; for (int j = 0; j < array3.Length; j++) { Rect rect2 = GUILayoutUtility.Ge