From fc32d15a8539bcf0c84bef9e805cfa67252f8f82 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Sun, 26 Jul 2026 14:56:59 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 143 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 143 insertions(+) diff --git a/main.cpp b/main.cpp index 8156e1115..2fa8b3deb 100644 --- a/main.cpp +++ b/main.cpp @@ -4489,6 +4489,149 @@ void DrawMenu() { ImGui::TextColored(ImVec4(0.0f, 0.85f, 0.55f, 1.0f), (const char*)u8"[+] 稳定原版运行中 | FPS: %.1f", io.Framerate); ColoredSeparator(); + // =============================================== + // 基址 & 监控面板(可折叠) + // =============================================== + { + static bool s_mon_open = false; + const GameSnapshot* snapBase = GetSnapshot(); + float panelScale = g_autoScale * g_scale * 0.82f; + + // --- 顶栏:基址一览 + 折叠按钮 --- + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.07f, 0.10f, 0.13f, 0.92f)); + ImGui::BeginChild("BaseAddrPanel", ImVec2(-1, 0), false, + ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_AlwaysAutoResize); + ImGui::SetWindowFontScale(panelScale); + + ImGui::TextColored(ImVec4(0.55f, 0.55f, 0.55f, 1.0f), (const char*)u8"■ 基址"); + ImGui::SameLine(0, 6); + if (g_il2cppBase != 0) + ImGui::TextColored(ImVec4(0.2f, 1.0f, 0.5f, 1.0f), "il2cpp:0x%lX", g_il2cppBase); + else + ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"il2cpp:等待注入"); + ImGui::SameLine(0, 8); + uintptr_t bm = snapBase ? snapBase->chessBattleModel : 0; + if (bm) ImGui::TextColored(ImVec4(0.4f,0.8f,1.0f,1.0f), "Battle:0x%lX", bm); + else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Battle:无"); + ImGui::SameLine(0, 8); + uintptr_t cso = snapBase ? snapBase->csoGame : 0; + if (cso) ImGui::TextColored(ImVec4(1.0f,0.7f,0.3f,1.0f), "CSO:0x%lX", cso); + else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"CSO:-"); + ImGui::SameLine(0, 8); + uintptr_t poolB = g_debug_pool_base.load(); + if (poolB) ImGui::TextColored(ImVec4(1.0f,0.5f,0.2f,1.0f), "Pool:0x%lX", poolB); + else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Pool:-"); + ImGui::SameLine(0, 8); + uintptr_t cam = snapBase ? snapBase->mainCamera : 0; + if (cam) ImGui::TextColored(ImVec4(0.8f,0.5f,1.0f,1.0f), "Cam:0x%lX", cam); + else ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.6f), (const char*)u8"Cam:-"); + + // 折叠/展开按钮 + ImGui::SameLine(0, 14); + ImGui::SetWindowFontScale(panelScale * 0.9f); + ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.18f,0.22f,0.30f,0.95f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.28f,0.38f,0.55f,1.0f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.12f,0.20f,0.35f,1.0f)); + if (ImGui::SmallButton(s_mon_open ? (const char*)u8"▲ 收起" : (const char*)u8"▼ 展开监控")) + s_mon_open = !s_mon_open; + ImGui::PopStyleColor(3); + + // --- 展开区域:调用次数 + 偏移链 --- + if (s_mon_open) { + ImGui::Separator(); + ImGui::SetWindowFontScale(panelScale); + + // ---- 调用次数 ---- + ImGui::TextColored(ImVec4(0.2f,0.85f,1.0f,1.0f), (const char*)u8"[ Hook 调用次数 ]"); + ImGui::Columns(3, "HookCols", false); + ImGui::SetColumnWidth(0, 200.0f * panelScale); + ImGui::SetColumnWidth(1, 200.0f * panelScale); + + auto HookRow = [&](const char* name, int cnt) { + ImVec4 col = cnt > 0 ? ImVec4(0.3f,1.0f,0.6f,1.0f) : ImVec4(0.5f,0.5f,0.5f,0.7f); + ImGui::TextColored(col, "%s: %d", name, cnt); + ImGui::NextColumn(); + }; + HookRow("3Cd6058", g_debug_hook_3Cd6058_count); + HookRow("set_Money", g_debug_hook_set_Money_count); + HookRow("set_Level", g_debug_hook_set_Level_count); + HookRow("TurnStart", g_debug_TurnStartCalled); + HookRow("IsGameEnd", g_debug_set_IsGameEnd_count); + HookRow("UpdateTurnStart",g_debug_UpdateTurnStart_count); + HookRow("InitTurnDropCfg",g_debug_hook_InitTurnDropCfg_count); + HookRow("6A67e48(Pool)", g_debug_hook_6A67e48_count); + HookRow("RenderCanvases", g_debug_SendWillRenderCanvases_count); + HookRow("BgThread", g_debug_bg_thread_count); + ImGui::Columns(1); + + // ---- 偏移链 ---- + ImGui::Separator(); + ImGui::TextColored(ImVec4(1.0f,0.85f,0.2f,1.0f), (const char*)u8"[ 偏移链实时监控 ]"); + + uintptr_t myObj = 0, myLogicObj = 0; + if (snapBase) { + auto myIt2 = snapBase->players.find(snapBase->myPlayerId); + if (myIt2 != snapBase->players.end()) { + myObj = myIt2->second.objAddr; + myLogicObj = myIt2->second.logicObjAddr; + } + } + + // 商店链 + ImGui::TextColored(ImVec4(0.2f,1.0f,0.5f,1.0f), (const char*)u8"▶ 商店链"); + if (myObj) { + uintptr_t pBase = SAFE_READ_PTR(myObj, g_off_shop_base); + uintptr_t p20 = pBase ? SAFE_READ_PTR(pBase, g_off_shop_p20) : 0; + uintptr_t entries = p20 ? SAFE_READ_PTR(p20, g_off_shop_entries) : 0; + ImGui::Text(" PlayerObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX +0x%X->0x%lX", + myObj, g_off_shop_base, pBase, g_off_shop_p20, p20, g_off_shop_entries, entries); + } else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); } + + // 备战席链 + ImGui::TextColored(ImVec4(0.2f,1.0f,0.5f,1.0f), (const char*)u8"▶ 备战席链"); + if (myObj) { + uintptr_t pBase = SAFE_READ_PTR(myObj, g_off_bench_base); + uintptr_t p20 = pBase ? SAFE_READ_PTR(pBase, g_off_shop_p20) : 0; + uintptr_t entries = p20 ? SAFE_READ_PTR(p20, g_off_shop_entries) : 0; + ImGui::Text(" PlayerObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX +0x%X->0x%lX", + myObj, g_off_bench_base, pBase, g_off_shop_p20, p20, g_off_shop_entries, entries); + } else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); } + + // 卡池链 + ImGui::TextColored(ImVec4(1.0f,0.5f,0.2f,1.0f), (const char*)u8"▶ 卡池链(Pool)"); + if (poolB) { + uintptr_t heroku = SAFE_READ_PTR(poolB, g_off_pool_heroku); + uintptr_t aheroku = heroku ? SAFE_READ_PTR(heroku, g_off_pool_Aheroku) : 0; + uintptr_t entries1 = aheroku ? SAFE_READ_PTR(aheroku,g_off_pool_entries1) : 0; + ImGui::Text(" PoolBase:0x%lX +0x%X->0x%lX +0x%X->0x%lX +0x%X->0x%lX", + poolB, g_off_pool_heroku, heroku, g_off_pool_Aheroku, aheroku, g_off_pool_entries1, entries1); + } else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待 hook_6A67e48 触发..."); } + + // 装备链 + ImGui::TextColored(ImVec4(1.0f,0.8f,0.2f,1.0f), (const char*)u8"▶ 装备链(Equip)"); + if (myLogicObj) { + uintptr_t pEquipBase = SAFE_READ_PTR(myLogicObj, g_off_equip_base); + uintptr_t itemArr = pEquipBase ? SAFE_READ_PTR(pEquipBase, g_off_equip_arr) : 0; + ImGui::Text(" LogicObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX", + myLogicObj, g_off_equip_base, pEquipBase, g_off_equip_arr, itemArr); + } else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); } + + // 英雄链 + ImGui::TextColored(ImVec4(0.8f,0.5f,1.0f,1.0f), (const char*)u8"▶ 英雄实体链(Hero)"); + if (myLogicObj) { + uintptr_t pDyn = SAFE_READ_PTR(myLogicObj, g_off_hero_dyn); + uintptr_t heroArr = pDyn ? SAFE_READ_PTR(pDyn, g_off_hero_arr) : 0; + ImGui::Text(" LogicObj:0x%lX +0x%X->0x%lX +0x%X->0x%lX", + myLogicObj, g_off_hero_dyn, pDyn, g_off_hero_arr, heroArr); + } else { ImGui::TextColored(ImVec4(0.5f,0.5f,0.5f,0.7f), (const char*)u8" 等待对局..."); } + } + + ImGui::SetWindowFontScale(g_scale); + ImGui::EndChild(); + ImGui::PopStyleColor(); + } + ColoredSeparator(); + // =============================================== // 神话换肤UI // ===============================================