using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.IO;
using System.Runtime.CompilerServices;
using FacilityFlag;
using UnityEngine;

public class FacilityManager : MonoBehaviour
{
	public int NowBusinessTypeID
	{
		get
		{
			return this.m_NowBusinessTypeID;
		}
		set
		{
			this.m_NowBusinessTypeID = value;
		}
	}

	public int NextDayBusinessTypeID
	{
		get
		{
			return this.m_NextDayBusinessTypeID;
		}
		set
		{
			this.m_NextDayBusinessTypeID = value;
		}
	}

	public Facility tempSelectFacility
	{
		get
		{
			return this.m_TempSelectingFacility;
		}
		set
		{
			this.m_TempSelectingFacility = value;
		}
	}

	private GameObject parentFacility
	{
		get
		{
			return this.m_ParentFacility;
		}
	}

	private GameObject parentNowFacility
	{
		get
		{
			if (this.m_ParentNowFacility == null)
			{
				this.m_ParentNowFacility = new GameObject("Parent Now Facility");
				this.m_ParentNowFacility.transform.SetParent(this.parentFacility.transform, false);
			}
			return this.m_ParentNowFacility;
		}
	}

	private GameObject parentNextDayFacility
	{
		get
		{
			if (this.m_ParentNextDayFacility == null)
			{
				this.m_ParentNextDayFacility = new GameObject("Parent Next Day Facility");
				this.m_ParentNextDayFacility.transform.SetParent(this.parentFacility.transform, false);
			}
			return this.m_ParentNextDayFacility;
		}
	}

	public void Init(GameMain gameMain)
	{
		if (this.m_ParentFacility == null)
		{
			this.m_ParentFacility = new GameObject("Facility");
			this.m_ParentFacility.transform.SetParent(gameMain.transform, false);
		}
		FacilityDataTable.Init();
		this.ResetData();
		this.SetUpFixedFacilityArray();
	}

	private void SetUpFixedFacilityArray()
	{
		Facility.FacilityStatus[] facilityStatusArray = FacilityDataTable.GetFacilityStatusArray(true);
		for (int i = 0; i < facilityStatusArray.Length; i++)
		{
			int typeID = facilityStatusArray[i].typeID;
			if (FacilityDataTable.GetFacilityDefaultPlacement(typeID, true))
			{
				this.AddNewFacility(typeID);
			}
		}
		int[] facilityBusinessTypeIDArray = FacilityDataTable.GetFacilityBusinessTypeIDArray(true);
		foreach (int num in facilityBusinessTypeIDArray)
		{
			if (this.IsExistBusinessTypeFacility(num))
			{
				this.m_NowBusinessTypeID = num;
				break;
			}
		}
	}

	public int GetEmptySlot()
	{
		bool flag = false;
		int i;
		for (i = 0; i < this.FacilityCountMax; i++)
		{
			if (this.m_FacilityArray.Count < i || !this.m_FacilityArray[i])
			{
				flag = true;
				break;
			}
		}
		if (flag)
		{
			return i;
		}
		return -1;
	}

	public Facility[] GetFacilityArray()
	{
		return this.m_FacilityArray.ToArray();
	}

	public Facility GetFacility(int index)
	{
		if (this.m_FacilityArray.Count <= index)
		{
			return null;
		}
		if (index < 0)
		{
			return null;
		}
		return this.m_FacilityArray[index];
	}

	public bool GetFacilityExist(int index)
	{
		return index >= 0 && this.m_FacilityArray.Count > index && this.m_FacilityArray[index] != null;
	}

	public int GetFacilityIndex(Facility facility)
	{
		if (facility == null)
		{
			UnityEngine.Debug.LogError("[FacilityManager]引数にnullが指定されました");
			return -1;
		}
		if (this.m_FacilityArray.Contains(facility))
		{
			return this.m_FacilityArray.IndexOf(facility);
		}
		if (this.m_NextDayFacilityArray.ContainsValue(facility))
		{
			List<int> list = new List<int>(this.m_NextDayFacilityArray.Keys);
			List<Facility> list2 = new List<Facility>(this.m_NextDayFacilityArray.Values);
			return list[list2.IndexOf(facility)];
		}
		UnityEngine.Debug.Log(string.Format("[FacilityManager]施設『{0}』は施設マネージャクラスの管理外です", facility.facilityName));
		return -1;
	}

	public bool GetFacilityPowerUpItemEnable(int materialID)
	{
		if (this.m_PowerUpMaterialArray == null)
		{
			UnityEngine.Debug.LogError("[FacilityManager]強化素材の配列が未初期化状態です");
			return false;
		}
		return this.m_PowerUpMaterialArray.Get(materialID, false);
	}

	public Facility.PowerUpMaterial[] GetFacilityPowerUpItemEnableArray(int materialCategoryID)
	{
		Facility.PowerUpMaterial[] facilityPowerUpMaterialArray = FacilityDataTable.GetFacilityPowerUpMaterialArray(materialCategoryID);
		List<Facility.PowerUpMaterial> list = new List<Facility.PowerUpMaterial>();
		for (int i = 0; i < facilityPowerUpMaterialArray.Length; i++)
		{
			if (this.GetFacilityPowerUpItemEnable(facilityPowerUpMaterialArray[i].id))
			{
				list.Add(facilityPowerUpMaterialArray[i]);
			}
		}
		return list.ToArray();
	}

	public bool AddNewFacility(int facilityTypeID)
	{
		int emptySlot = this.GetEmptySlot();
		if (emptySlot < 0)
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]施設は{0}個よりも多くは作れません", this.FacilityCountMax));
			return false;
		}
		Facility facility = this.CreateNewFacility(facilityTypeID);
		this.SetFacility(emptySlot, facility);
		return true;
	}

	public Facility CreateNewFacility(int facilityTypeID)
	{
		GameObject gameObject = new GameObject("Facility");
		Facility facility = gameObject.AddComponent<Facility>();
		facility.Init(facilityTypeID);
		gameObject.transform.SetParent(this.parentNowFacility.transform, false);
		return facility;
	}

	public Facility CreateNewFacility()
	{
		GameObject gameObject = new GameObject("Facility");
		Facility facility = gameObject.AddComponent<Facility>();
		facility.Init(FacilityDataTable.GetFacilityTypeID("劇場"));
		gameObject.transform.SetParent(this.parentNowFacility.transform, false);
		return facility;
	}

	public bool AddFacility(Facility facility)
	{
		int emptySlot = this.GetEmptySlot();
		if (emptySlot < 0)
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]施設は{0}個よりも多くは作れません", this.FacilityCountMax));
			return false;
		}
		this.SetFacility(emptySlot, facility);
		return true;
	}

	public bool SetFacility(int index, Facility facility)
	{
		if (this.m_FacilityArray.Count <= index || index < 0)
		{
			UnityEngine.Debug.LogError(string.Format("[FacilityManager]施設の管理インデックスの値が不正です\n指定された値：{0}", index));
			return false;
		}
		if (facility != null && this.m_FacilityArray.Contains(facility))
		{
			UnityEngine.Debug.LogError(string.Format("[FacilityManager]施設「{0}」は既にマネージャクラスで管理されています", facility.facilityName));
			return false;
		}
		Facility facility2 = this.m_FacilityArray[index];
		if (facility2)
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]管理している施設を置き換えた\n[{0}]番目：「{1}」から「{2}」へ", index, facility2.facilityName, (!facility) ? "空き部屋" : facility.facilityName));
			this.DestroyFacility(facility2);
		}
		this.m_FacilityArray[index] = facility;
		if (facility)
		{
			facility.gameObject.transform.SetParent(this.parentNowFacility.transform, false);
			int typeID = facility.param.typeID;
			int num = (!this.m_FacilityBuildCount.Contains(typeID)) ? 0 : this.m_FacilityBuildCount.Get(typeID, false);
			this.m_FacilityBuildCount.Add(typeID, num + 1, true);
		}
		return true;
	}

	public bool DestroyFacility(int index)
	{
		if (this.GetFacility(index) == null)
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]施設の管理インデックス[{0}]番の施設は存在しない", index));
			return false;
		}
		Facility facility = this.m_FacilityArray[index];
		this.m_FacilityArray[index] = null;
		UnityEngine.Object.Destroy(facility.gameObject);
		return true;
	}

	public bool DestroyFacility(Facility facility)
	{
		if (facility == null)
		{
			UnityEngine.Debug.LogError("[FacilityManager]削除したい施設としてnullが指定されました");
			return false;
		}
		string facilityName = facility.facilityName;
		if (!this.m_FacilityArray.Contains(facility))
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]施設『{0}』は施設マネージャクラスの管理外です", facilityName));
			return false;
		}
		int facilityIndex = this.GetFacilityIndex(facility);
		this.m_FacilityArray[facilityIndex] = null;
		UnityEngine.Object.Destroy(facility.gameObject);
		UnityEngine.Debug.Log(string.Format("[FacilityManager]施設『{0}』の削除に成功", facilityName));
		return true;
	}

	public void SetHavePowerUpMaterial(int materialID, bool isHave = true)
	{
		if (this.m_PowerUpMaterialArray == null)
		{
			UnityEngine.Debug.LogError("[FacilityManager]強化素材配列が未初期化状態です");
			return;
		}
		if (!this.m_PowerUpMaterialArray.Contains(materialID))
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]強化素材ID[{0}]番は存在しない情報です", materialID));
			return;
		}
		this.m_PowerUpMaterialArray.Add(materialID, isHave, true);
	}

	public int GetFacilityLevel(int facilityTypeID)
	{
		if (this.m_FacilityExpArray == null)
		{
			UnityEngine.Debug.LogError("[FacilityManager]施設の種類ごとの施設レベル配列が未初期化です");
			return -1;
		}
		if (!this.m_FacilityExpArray.Contains(facilityTypeID))
		{
			UnityEngine.Debug.LogWarningFormat("[FacilityManager]施設の種類ID[{0}]番に対応する施設レベル情報がありません", new object[]
			{
				facilityTypeID
			});
			return -1;
		}
		return this.m_FacilityExpArray.Get(facilityTypeID, false).GetCurrentLevel();
	}

	public SimpleExperienceSystem GetFacilityExpSystem(int facilityTypeID)
	{
		if (this.m_FacilityExpArray == null)
		{
			UnityEngine.Debug.LogError("[FacilityManager]施設の種類ごとの施設レベル配列が未初期化です");
			return null;
		}
		if (!this.m_FacilityExpArray.Contains(facilityTypeID))
		{
			UnityEngine.Debug.LogWarningFormat("[FacilityManager]施設の種類ID[{0}]番に対応する施設レベル情報がありません", new object[]
			{
				facilityTypeID
			});
			return null;
		}
		return this.m_FacilityExpArray.Get(facilityTypeID, false);
	}

	public Dictionary<int, Facility> GetNextDayFacilityArray()
	{
		return this.m_NextDayFacilityArray;
	}

	public Facility GetNextDayFacility(int nowFacilityIndex)
	{
		if (!this.GetNextDayFacilityExist(nowFacilityIndex))
		{
			return null;
		}
		return this.m_NextDayFacilityArray[nowFacilityIndex];
	}

	public Facility GetNextDayFacility(Facility nowFacility)
	{
		int facilityIndex = this.GetFacilityIndex(nowFacility);
		if (!this.GetNextDayFacilityExist(facilityIndex))
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]次の日に設置する施設の情報が存在しない\n管理インデックス：[{0}]", facilityIndex));
			return null;
		}
		return this.m_NextDayFacilityArray[facilityIndex];
	}

	public bool GetNextDayFacilityExist(int nowFacilityIndex)
	{
		return this.m_NextDayFacilityArray.ContainsKey(nowFacilityIndex);
	}

	public bool GetNextDayFacilityExist(Facility nowFacility)
	{
		int facilityIndex = this.GetFacilityIndex(nowFacility);
		return this.m_NextDayFacilityArray.ContainsKey(facilityIndex);
	}

	public void SetNextDayFacility(int index, Facility nextDayFacility)
	{
		if (this.m_NextDayFacilityArray.ContainsKey(index))
		{
			this.m_NextDayFacilityArray[index] = nextDayFacility;
			UnityEngine.Debug.Log(string.Format("[FacilityManager]次の日の施設情報を上書きした\n[{0}]番目：{1}", index, (!nextDayFacility) ? "空き部屋" : nextDayFacility.facilityName));
			return;
		}
		this.m_NextDayFacilityArray.Add(index, nextDayFacility);
		UnityEngine.Debug.Log(string.Format("[FacilityManager]次の日の施設情報を追加した\n[{0}]番目：{1}", index, (!nextDayFacility) ? "空き部屋" : nextDayFacility.facilityName));
		if (nextDayFacility != null)
		{
			nextDayFacility.transform.SetParent(this.parentNextDayFacility.transform, false);
		}
	}

	public void RemoveNextDayFacility(int index)
	{
		if (!this.m_NextDayFacilityArray.ContainsKey(index))
		{
			UnityEngine.Debug.Log(string.Format("[FacilityManager]キーの値[{0}]のノードは存在しない", index));
			return;
		}
		this.m_NextDayFacilityArray.Remove(index);
	}

	public void ClearNextDayFacilityArray()
	{
		List<Facility> list = new List<Facility>(this.m_NextDayFacilityArray.Values);
		for (int i = 0; i < list.Count; i++)
		{
			if (list[i])
			{
				UnityEngine.Object.Destroy(list[i].gameObject);
			}
		}
		this.m_NextDayFacilityArray.Clear();
	}

	private void UpdateNextDayFacility()
	{
		CharacterMgr characterMgr = null;
		if (GameMain.Instance != null && GameMain.Instance.CharacterMgr != null)
		{
			characterMgr = GameMain.Instance.CharacterMgr;
		}
		Dictionary<int, Facility> nextDayFacilityArray = this.GetNextDayFacilityArray();
		int count = nextDayFacilityArray.Count;
		List<int> list = new List<int>(nextDayFacilityArray.Keys);
		List<Facility> list2 = new List<Facility>(nextDayFacilityArray.Values);
		for (int i = 0; i < count; i++)
		{
			int num = 0;
			if (list2[i] != null)
			{
				num = list2[i].defaultData.cost;
			}
			if (characterMgr != null && characterMgr.status.money - (long)num >= 0L)
			{
				characterMgr.status.money -= (long)num;
				this.RemoveNextDayFacility(list[i]);
				this.SetFacility(list[i], list2[i]);
			}
			else
			{
				this.RemoveNextDayFacility(list[i]);
				UnityEngine.Object.Destroy(list2[i].gameObject);
			}
		}
	}

	public void UpdateNextDay()
	{
		this.UpdateNextDayFacility();
		if (this.m_NowBusinessTypeID != this.m_NextDayBusinessTypeID && FacilityDataTable.IsExistFacilityBusinessTypeData(this.m_NextDayBusinessTypeID))
		{
			this.m_NowBusinessTypeID = this.m_NextDayBusinessTypeID;
		}
		int num = 0;
		foreach (Facility x in this.GetFacilityArray())
		{
			if (x != null)
			{
				num++;
			}
		}
		int facilityAchievement = this.GetFacilityAchievement<int>("施設総数");
		if (facilityAchievement < num)
		{
			this.SetFacilityAchievement("施設総数", num.ToString());
		}
	}

	public bool IsExistBusinessTypeFacility(int businessTypeID)
	{
		Facility[] array = this.m_FacilityArray.ToArray();
		foreach (Facility facility in array)
		{
			if (!(facility == null))
			{
				if (facility.defaultData.businessTypeID == businessTypeID)
				{
					return true;
				}
			}
		}
		return false;
	}

	public bool IsExistBusinessTypeFacility(FacilityDataTable.BusinessTypeData businessData)
	{
		return this.IsExistBusinessTypeFacility(businessData.ID);
	}

	public bool IsExistBusinessTypeFacility(string businessName)
	{
		return this.IsExistBusinessTypeFacility(FacilityDataTable.GetFacilityBusinessTypeData(businessName).ID);
	}

	public bool IsExistTypeFacility(int facilityTypeID)
	{
		Facility[] array = this.m_FacilityArray.ToArray();
		foreach (Facility facility in array)
		{
			if (!(facility == null))
			{
				if (facility.param.typeID == facilityTypeID)
				{
					return true;
				}
			}
		}
		return false;
	}

	public bool IsExistTypeFacility(int facilityTypeID, out Facility[] matchingFacilityArray)
	{
		Facility[] array = this.m_FacilityArray.ToArray();
		List<Facility> list = new List<Facility>();
		foreach (Facility facility in array)
		{
			if (!(facility == null))
			{
				if (facility.param.typeID == facilityTypeID)
				{
					list.Add(facility);
				}
			}
		}
		matchingFacilityArray = list.ToArray();
		return matchingFacilityArray.Length > 0;
	}

	public bool IsExistTypeFacilityInOperation(int facilityTypeID)
	{
		Facility[] array = this.m_FacilityArray.ToArray();
		foreach (Facility facility in array)
		{
			if (!(facility == null))
			{
				if (facility.isOperationDayTime && facility.param.typeID == facilityTypeID)
				{
					return true;
				}
			}
		}
		return false;
	}

	public bool IsExistTypeFacilityInOperation(int facilityTypeID, out Facility[] matchingFacilityArray)
	{
		Facility[] array = this.m_FacilityArray.ToArray();
		List<Facility> list = new List<Facility>();
		foreach (Facility facility in array)
		{
			if (!(facility == null))
			{
				if (facility.isOperationDayTime && facility.param.typeID == facilityTypeID)
				{
					list.Add(facility);
				}
			}
		}
		matchingFacilityArray = list.ToArray();
		return matchingFacilityArray.Length > 0;
	}

	public bool IsFacilityBuildFlag(int facilityTypeID)
	{
		return this.m_FacilityBuildCount.Contains(facilityTypeID) && this.m_FacilityBuildCount.Get(facilityTypeID, false) > 0;
	}

	public Facility GetMaidAssignedFacility(Maid maid, ScheduleMgr.ScheduleTime scheduleTime)
	{
		for (int i = 0; i < this.m_FacilityArray.Count; i++)
		{
			if (!(this.m_FacilityArray[i] == null))
			{
				if (this.m_FacilityArray[i].IsAllocationMaid(maid, scheduleTime))
				{
					return this.m_FacilityArray[i];
				}
			}
		}
		return null;
	}

	public void UpdateFacilityAssignedMaidData()
	{
		for (int i = 0; i < this.m_FacilityArray.Count; i++)
		{
			if (!(this.m_FacilityArray[i] == null))
			{
				this.m_FacilityArray[i].UpdateAllocationMaidList();
			}
		}
	}

	public void AddCacheFacilityPowewrUpResult(Maid maid, Facility facility, Facility.RecipeData recipe)
	{
		if (maid == null)
		{
			NDebug.Assert("メイドにnullが指定されました", false);
		}
		if (this.m_CacheFacilityPowerUpResult.ContainsKey(maid.status.guid))
		{
			UnityEngine.Debug.LogWarningFormat("メイド「{0}」の情報は既にキャッシュしています", new object[]
			{
				maid
			});
			return;
		}
		this.m_CacheFacilityPowerUpResult.Add(maid.status.guid, new KeyValuePair<Facility, Facility.RecipeData>(facility, recipe));
	}

	public bool IsExistCacheFacilityPowerUpResult(Maid maid)
	{
		NDebug.Assert(maid != null, "メイドにnullが指定されました");
		return this.m_CacheFacilityPowerUpResult.ContainsKey(maid.status.guid);
	}

	public bool TryGetCacheFacilityPowerUpResult(Maid maid, out Facility facility, out Facility.RecipeData recipe)
	{
		facility = null;
		recipe = null;
		if (!this.IsExistCacheFacilityPowerUpResult(maid))
		{
			return false;
		}
		KeyValuePair<Facility, Facility.RecipeData> keyValuePair = this.m_CacheFacilityPowerUpResult[maid.status.guid];
		facility = keyValuePair.Key;
		recipe = keyValuePair.Value;
		return true;
	}

	public void ClearCacheFacilityPowerUpResult()
	{
		this.m_CacheFacilityPowerUpResult.Clear();
	}

	public bool Serialize(BinaryWriter brWrite)
	{
		Stopwatch stopwatch = new Stopwatch();
		stopwatch.Start();
		brWrite.Write("CM3D21_FACILITY_MGR");
		brWrite.Write(1170);
		brWrite.Write("5");
		int num = 0;
		for (int i = 0; i < this.m_FacilityArray.Count; i++)
		{
			if (this.m_FacilityArray[i])
			{
				num++;
			}
		}
		brWrite.Write(num);
		for (int j = 0; j < this.m_FacilityArray.Count; j++)
		{
			if (this.m_FacilityArray[j])
			{
				brWrite.Write(j);
				this.m_FacilityArray[j].Serialize(brWrite);
			}
		}
		DataArray<int, bool> powerUpMaterialArray = this.m_PowerUpMaterialArray;
		if (FacilityManager.<>f__mg$cache0 == null)
		{
			FacilityManager.<>f__mg$cache0 = new Converter<int, byte[]>(Util.GetBytes);
		}
		Converter<int, byte[]> converter_key = FacilityManager.<>f__mg$cache0;
		if (FacilityManager.<>f__mg$cache1 == null)
		{
			FacilityManager.<>f__mg$cache1 = new Converter<bool, byte[]>(Util.GetBytes);
		}
		powerUpMaterialArray.Serialize(brWrite, converter_key, FacilityManager.<>f__mg$cache1);
		int count = this.m_NextDayFacilityArray.Count;
		brWrite.Write(count);
		for (int k = 0; k < this.m_FacilityArray.Count; k++)
		{
			if (this.GetNextDayFacilityExist(k))
			{
				Facility nextDayFacility = this.GetNextDayFacility(k);
				if (nextDayFacility)
				{
					brWrite.Write(k);
					brWrite.Write(true);
					nextDayFacility.Serialize(brWrite);
				}
				else
				{
					brWrite.Write(k);
					brWrite.Write(false);
				}
			}
		}
		DataArray<int, SimpleExperienceSystem> facilityExpArray = this.m_FacilityExpArray;
		if (FacilityManager.<>f__mg$cache2 == null)
		{
			FacilityManager.<>f__mg$cache2 = new Converter<int, byte[]>(Util.GetBytes);
		}
		Converter<int, byte[]> converter_key2 = FacilityManager.<>f__mg$cache2;
		if (FacilityManager.<>f__mg$cache3 == null)
		{
			FacilityManager.<>f__mg$cache3 = new Converter<SimpleExperienceSystem, byte[]>(Util.GetBytes);
		}
		facilityExpArray.Serialize(brWrite, converter_key2, FacilityManager.<>f__mg$cache3);
		DataArray<int, int> facilityBuildCount = this.m_FacilityBuildCount;
		if (FacilityManager.<>f__mg$cache4 == null)
		{
			FacilityManager.<>f__mg$cache4 = new Converter<int, byte[]>(Util.GetBytes);
		}
		Converter<int, byte[]> converter_key3 = FacilityManager.<>f__mg$cache4;
		if (FacilityManager.<>f__mg$cache5 == null)
		{
			FacilityManager.<>f__mg$cache5 = new Converter<int, byte[]>(Util.GetBytes);
		}
		facilityBuildCount.Serialize(brWrite, converter_key3, FacilityManager.<>f__mg$cache5);
		DataArray<string, string> facilityAchievementList = this.m_FacilityAchievementList;
		if (FacilityManager.<>f__mg$cache6 == null)
		{
			FacilityManager.<>f__mg$cache6 = new Converter<string, byte[]>(Util.GetBytes);
		}
		Converter<string, byte[]> converter_key4 = FacilityManager.<>f__mg$cache6;
		if (FacilityManager.<>f__mg$cache7 == null)
		{
			FacilityManager.<>f__mg$cache7 = new Converter<string, byte[]>(Util.GetBytes);
		}
		facilityAchievementList.Serialize(brWrite, converter_key4, FacilityManager.<>f__mg$cache7);
		stopwatch.Stop();
		return true;
	}

	public bool Deserialize(BinaryReader brRead)
	{
		Stopwatch stopwatch = new Stopwatch();
		stopwatch.Start();
		this.ResetData();
		if (brRead.BaseStream.Length <= brRead.BaseStream.Position + 1L)
		{
			this.SetUpFixedFacilityArray();
			return false;
		}
		long position = brRead.BaseStream.Position;
		string text = brRead.ReadString();
		if (text != "CM3D21_FACILITY_MGR")
		{
			NDebug.Warning("セーブデータファイルのヘッダーが不正です。FACILITY_MGR\n" + text);
			brRead.BaseStream.Seek(position, SeekOrigin.Begin);
			return false;
		}
		int num = brRead.ReadInt32();
		position = brRead.BaseStream.Position;
		string text2 = brRead.ReadString();
		int num2;
		if (string.IsNullOrEmpty(text2))
		{
			num2 = 0;
			brRead.BaseStream.Seek(position, SeekOrigin.Begin);
		}
		else
		{
			int num3 = 0;
			if (int.TryParse(text2, out num3) && num3 > 0 && 10 > num3)
			{
				num2 = num3;
			}
			else
			{
				num2 = 0;
				brRead.BaseStream.Seek(position, SeekOrigin.Begin);
			}
		}
		int num4 = brRead.ReadInt32();
		for (int i = 0; i < num4; i++)
		{
			int index3 = brRead.ReadInt32();
			Facility facility = this.CreateNewFacility();
			if (facility.Deserialize(brRead, num2))
			{
				this.m_FacilityArray[index3] = facility;
			}
			else
			{
				UnityEngine.Object.Destroy(facility);
			}
		}
		DataArray<int, bool> dataArray = new DataArray<int, bool>();
		DataArray<int, bool> dataArray2 = dataArray;
		if (FacilityManager.<>f__mg$cache8 == null)
		{
			FacilityManager.<>f__mg$cache8 = new Func<BinaryReader, int>(Util.ToInt32);
		}
		Func<BinaryReader, int> func_read_key = FacilityManager.<>f__mg$cache8;
		if (FacilityManager.<>f__mg$cache9 == null)
		{
			FacilityManager.<>f__mg$cache9 = new Func<BinaryReader, bool>(Util.ToBoolean);
		}
		dataArray2.Deserialize(brRead, func_read_key, FacilityManager.<>f__mg$cache9);
		dataArray.Loop(delegate(int index, int key, bool value)
		{
			this.m_PowerUpMaterialArray.Add(key, value, true);
		});
		int num5 = brRead.ReadInt32();
		for (int j = 0; j < num5; j++)
		{
			int index2 = brRead.ReadInt32();
			bool flag = brRead.ReadBoolean();
			bool flag2 = false;
			Facility facility2 = null;
			if (flag)
			{
				facility2 = this.CreateNewFacility();
				flag2 = facility2.Deserialize(brRead, num2);
			}
			if (flag2)
			{
				this.SetNextDayFacility(index2, facility2);
			}
			else
			{
				UnityEngine.Object.Destroy(facility2);
			}
		}
		if (num2 > 1)
		{
			DataArray<int, SimpleExperienceSystem> array = new DataArray<int, SimpleExperienceSystem>();
			DataArray<int, SimpleExperienceSystem> array2 = array;
			if (FacilityManager.<>f__mg$cacheA == null)
			{
				FacilityManager.<>f__mg$cacheA = new Func<BinaryReader, int>(Util.ToInt32);
			}
			Func<BinaryReader, int> func_read_key2 = FacilityManager.<>f__mg$cacheA;
			if (FacilityManager.<>f__mg$cacheB == null)
			{
				FacilityManager.<>f__mg$cacheB = new Func<BinaryReader, SimpleExperienceSystem>(Util.ToSimpleExp);
			}
			array2.Deserialize(brRead, func_read_key2, FacilityManager.<>f__mg$cacheB);
			array.Loop(delegate(int index, int key, SimpleExperienceSystem value)
			{
				FacilityDataTable.FacilityDefaultData facilityDefaultData = FacilityDataTable.GetFacilityDefaultData(key, true);
				if (facilityDefaultData != null)
				{
					value.SetExreienceList(facilityDefaultData.levelTable);
				}
				else
				{
					string message = string.Format("施設Expテーブル：施設ID[{0}]のデータは存在しません", key);
					UnityEngine.Debug.LogWarning(message);
				}
			});
			this.m_FacilityExpArray.Loop(delegate(int index, int id, SimpleExperienceSystem exp)
			{
				if (array.Contains(id))
				{
					this.m_FacilityExpArray.Add(id, array.Get(id, false), true);
				}
			});
		}
		else
		{
			if (FacilityManager.<>f__mg$cacheC == null)
			{
				FacilityManager.<>f__mg$cacheC = new Func<BinaryReader, int>(Util.ToInt32);
			}
			Func<BinaryReader, int> func_read_key3 = FacilityManager.<>f__mg$cacheC;
			if (FacilityManager.<>f__mg$cacheD == null)
			{
				FacilityManager.<>f__mg$cacheD = new Func<BinaryReader, int>(Util.ToInt32);
			}
			DataArray<int, int>.Skip(brRead, func_read_key3, FacilityManager.<>f__mg$cacheD);
		}
		DataArray<int, int> facilityBuildCount = this.m_FacilityBuildCount;
		if (FacilityManager.<>f__mg$cacheE == null)
		{
			FacilityManager.<>f__mg$cacheE = new Func<BinaryReader, int>(Util.ToInt32);
		}
		Func<BinaryReader, int> func_read_key4 = FacilityManager.<>f__mg$cacheE;
		if (FacilityManager.<>f__mg$cacheF == null)
		{
			FacilityManager.<>f__mg$cacheF = new Func<BinaryReader, int>(Util.ToInt32);
		}
		facilityBuildCount.Deserialize(brRead, func_read_key4, FacilityManager.<>f__mg$cacheF);
		if (num2 >= 4)
		{
			DataArray<string, string> facilityAchievementList = this.m_FacilityAchievementList;
			if (FacilityManager.<>f__mg$cache10 == null)
			{
				FacilityManager.<>f__mg$cache10 = new Func<BinaryReader, string>(Util.ToString);
			}
			Func<BinaryReader, string> func_read_key5 = FacilityManager.<>f__mg$cache10;
			if (FacilityManager.<>f__mg$cache11 == null)
			{
				FacilityManager.<>f__mg$cache11 = new Func<BinaryReader, string>(Util.ToString);
			}
			facilityAchievementList.Deserialize(brRead, func_read_key5, FacilityManager.<>f__mg$cache11);
		}
		Facility.DeleteTmpEditCostumeThumnails();
		stopwatch.Stop();
		return true;
	}

	private void ResetData()
	{
		this.m_TempSelectingFacility = null;
		if (this.m_CacheFacilityPowerUpResult != null)
		{
			this.m_CacheFacilityPowerUpResult.Clear();
		}
		if (this.m_FacilityArray != null)
		{
			foreach (Facility facility in this.m_FacilityArray)
			{
				if (facility)
				{
					UnityEngine.Object.Destroy(facility.gameObject);
				}
			}
			this.m_FacilityArray.Clear();
		}
		this.m_FacilityArray = new List<Facility>();
		for (int i = 0; i < this.FacilityCountMax; i++)
		{
			this.m_FacilityArray.Add(null);
		}
		if (this.m_NextDayFacilityArray != null)
		{
			foreach (KeyValuePair<int, Facility> keyValuePair in this.m_NextDayFacilityArray)
			{
				if (keyValuePair.Value)
				{
					UnityEngine.Object.Destroy(keyValuePair.Value.gameObject);
				}
			}
			this.m_NextDayFacilityArray.Clear();
		}
		this.m_NextDayFacilityArray = new Dictionary<int, Facility>();
		this.m_PowerUpMaterialArray = new DataArray<int, bool>();
		int[] facilityPowerUpMaterialIDArray = FacilityDataTable.GetFacilityPowerUpMaterialIDArray();
		for (int j = 0; j < facilityPowerUpMaterialIDArray.Length; j++)
		{
			this.m_PowerUpMaterialArray.Add(facilityPowerUpMaterialIDArray[j], false, true);
		}
		Facility.FacilityStatus[] facilityStatusArray = FacilityDataTable.GetFacilityStatusArray(true);
		this.m_FacilityExpArray = new DataArray<int, SimpleExperienceSystem>();
		for (int k = 0; k < facilityStatusArray.Length; k++)
		{
			List<int> need_exp_list = new List<int>();
			need_exp_list = FacilityDataTable.GetFacilityDefaultData(facilityStatusArray[k].typeID, true).levelTable;
			SimpleExperienceSystem value = new SimpleExperienceSystem(need_exp_list);
			this.m_FacilityExpArray.Add(facilityStatusArray[k].typeID, value, true);
		}
		this.m_FacilityBuildCount = new DataArray<int, int>();
		this.m_CacheFacilityPowerUpResult = new Dictionary<string, KeyValuePair<Facility, Facility.RecipeData>>();
		this.m_FacilityAchievementList = new DataArray<string, string>();
	}

	public T GetFacilityAchievement<T>(string key)
	{
		T result = default(T);
		string text = this.m_FacilityAchievementList.Get(key, false);
		if (!string.IsNullOrEmpty(text))
		{
			try
			{
				TypeConverter converter = TypeDescriptor.GetConverter(typeof(T));
				if (converter != null)
				{
					result = (T)((object)converter.ConvertFromString(text));
				}
			}
			catch (Exception ex)
			{
				UnityEngine.Debug.LogWarning(ex);
				NDebug.Warning(ex.Message);
			}
		}
		return result;
	}

	public void SetFacilityAchievement(string key, string value)
	{
		this.m_FacilityAchievementList.Add(key, value, true);
	}

	[Obsolete("[FacilityManager]使用しなくなる関数です\u3000Deserialize(BinaryReader)を使用して下さい", false)]
	public void Deserialize()
	{
		for (int i = 0; i < this.m_FacilityArray.Count; i++)
		{
			if (this.m_FacilityArray[i])
			{
				UnityEngine.Object.Destroy(this.m_FacilityArray[i].gameObject);
			}
			this.m_FacilityArray[i] = null;
		}
		this.ClearNextDayFacilityArray();
		string text = Path.GetFullPath(".\\") + "SaveData(営業施設)\\";
		string str = "Facility.save";
		if (!Directory.Exists(text))
		{
			Directory.CreateDirectory(text);
		}
		if (!File.Exists(text + str))
		{
			UnityEngine.Debug.LogWarning("[FacilityManager]施設のセーブデータが見つかりません");
			return;
		}
		using (FileStream fileStream = new FileStream(text + str, FileMode.Open))
		{
			byte[] buffer = new byte[fileStream.Length];
			fileStream.Read(buffer, 0, (int)fileStream.Length);
			using (BinaryReader binaryReader = new BinaryReader(new MemoryStream(buffer)))
			{
				this.Deserialize(binaryReader);
			}
		}
		UnityEngine.Debug.Log("[FacilityManager]ロード完了");
	}

	[Obsolete("[FacilityManager]使用しなくなる関数です\u3000Serialize(BinaryWriter)を使用して下さい", false)]
	public void Serialize()
	{
		string text = Path.GetFullPath(".\\") + "SaveData(営業施設)\\";
		string str = "Facility.save";
		if (!Directory.Exists(text))
		{
			Directory.CreateDirectory(text);
		}
		using (MemoryStream memoryStream = new MemoryStream())
		{
			using (BinaryWriter binaryWriter = new BinaryWriter(memoryStream))
			{
				this.Serialize(binaryWriter);
			}
			File.WriteAllBytes(text + str, memoryStream.ToArray());
		}
		UnityEngine.Debug.Log("[FacilityManager]セーブ完了");
	}

	public void OnDestroy()
	{
		if (this.m_FacilityArray != null)
		{
			foreach (Facility facility in this.m_FacilityArray)
			{
				if (facility && facility.gameObject)
				{
					UnityEngine.Object.DestroyImmediate(facility.gameObject);
				}
			}
			this.m_FacilityArray.Clear();
		}
		if (this.m_NextDayFacilityArray != null)
		{
			foreach (KeyValuePair<int, Facility> keyValuePair in this.m_NextDayFacilityArray)
			{
				if (keyValuePair.Value && keyValuePair.Value.gameObject)
				{
					UnityEngine.Object.DestroyImmediate(keyValuePair.Value.gameObject);
				}
			}
			this.m_NextDayFacilityArray.Clear();
		}
		if (this.m_PowerUpMaterialArray != null)
		{
			this.m_PowerUpMaterialArray.Clear();
		}
		if (this.m_FacilityExpArray != null)
		{
			this.m_FacilityExpArray.Clear();
			this.m_FacilityExpArray = null;
		}
		if (this.m_FacilityBuildCount != null)
		{
			this.m_FacilityBuildCount.Clear();
			this.m_FacilityBuildCount = null;
		}
		if (this.m_ParentNowFacility)
		{
			UnityEngine.Object.DestroyImmediate(this.m_ParentNowFacility);
		}
		if (this.m_ParentNextDayFacility)
		{
			UnityEngine.Object.DestroyImmediate(this.m_ParentNextDayFacility);
		}
	}

	public readonly int FacilityCountMax = 12;

	private List<Facility> m_FacilityArray;

	private Dictionary<int, Facility> m_NextDayFacilityArray;

	private DataArray<int, bool> m_PowerUpMaterialArray;

	private int m_NowBusinessTypeID = -1;

	private int m_NextDayBusinessTypeID = -1;

	private Facility m_TempSelectingFacility;

	private DataArray<int, SimpleExperienceSystem> m_FacilityExpArray;

	private DataArray<int, int> m_FacilityBuildCount;

	private DataArray<string, string> m_FacilityAchievementList;

	private GameObject m_ParentFacility;

	private GameObject m_ParentNowFacility;

	private GameObject m_ParentNextDayFacility;

	private Dictionary<string, KeyValuePair<Facility, Facility.RecipeData>> m_CacheFacilityPowerUpResult;

	private const string STR_FACILITY_SERIALIZE_VER = "5";

	[CompilerGenerated]
	private static Converter<int, byte[]> <>f__mg$cache0;

	[CompilerGenerated]
	private static Converter<bool, byte[]> <>f__mg$cache1;

	[CompilerGenerated]
	private static Converter<int, byte[]> <>f__mg$cache2;

	[CompilerGenerated]
	private static Converter<SimpleExperienceSystem, byte[]> <>f__mg$cache3;

	[CompilerGenerated]
	private static Converter<int, byte[]> <>f__mg$cache4;

	[CompilerGenerated]
	private static Converter<int, byte[]> <>f__mg$cache5;

	[CompilerGenerated]
	private static Converter<string, byte[]> <>f__mg$cache6;

	[CompilerGenerated]
	private static Converter<string, byte[]> <>f__mg$cache7;

	[CompilerGenerated]
	private static Func<BinaryReader, int> <>f__mg$cache8;

	[CompilerGenerated]
	private static Func<BinaryReader, bool> <>f__mg$cache9;

	[CompilerGenerated]
	private static Func<BinaryReader, int> <>f__mg$cacheA;

	[CompilerGenerated]
	private static Func<BinaryReader, SimpleExperienceSystem> <>f__mg$cacheB;

	[CompilerGenerated]
	private static Func<BinaryReader, int> <>f__mg$cacheC;

	[CompilerGenerated]
	private static Func<BinaryReader, int> <>f__mg$cacheD;

	[CompilerGenerated]
	private static Func<BinaryReader, int> <>f__mg$cacheE;

	[CompilerGenerated]
	private static Func<BinaryReader, int> <>f__mg$cacheF;

	[CompilerGenerated]
	private static Func<BinaryReader, string> <>f__mg$cache10;

	[CompilerGenerated]
	private static Func<BinaryReader, string> <>f__mg$cache11;
}
