private Variation ParseQuestName_(string questName) => default; // 0x00A68420-0x00A684E0 private bool CheckNextFlowCond_ByTimming_(ScenarioProgressType subType, CallTimming_ timming, Action setSkipOhayou) => default; // 0x00A684E0-0x00A686B0
} // 0x00A69F00-0x00A6ABE0 // Methods private void SetFlowBlob_(ScenarioProgressType subType, GameFlowBlob_SubScenarioEvent blob) { } // 0x00A674D0-0x00A67550
private IEnumerator PlayToSubScnarioBlob_(GameFlowBlobBase flowBlob, Action <GameFlowBlob_SubScenarioEvent> resultCb, bool bAgingMode) => default; // 0x00A68060-0x00A680E0 // [IteratorStateMachine] // 0x0061BBE0-0x0061BC50 private IEnumerator PlayNextSubScnarioBlob_(ScenarioProgressType subType, Action beginCb, Action endCb, bool bAgingMode) => default; // 0x00A68110-0x00A681B0
private IEnumerator PlayNextSubScnarioBlob_(ScenarioProgressType subType, Action beginCb, Action endCb, bool bAgingMode) => default; // 0x00A68110-0x00A681B0 private bool CheckStartCondition_(ScenarioProgressType subType) => default; // 0x00A681E0-0x00A68420
} // 0x00A67940-0x00A67A00 public List <GameFlowBlob_SubScenarioEvent> EnumSubScenarioEventBlob_ForDebug(ScenarioProgressType subType) => default; // 0x00A67A00-0x00A67BD0
public GameFlowBlob_SubScenarioEvent GetCurrentFlowBlob_ForDebug(ScenarioProgressType subType) => default; // 0x00A678A0-0x00A67940 public void SetCurrentFlowBlob_ForDebug(ScenarioProgressType subType, GameFlowBlob_SubScenarioEvent blob) { } // 0x00A67940-0x00A67A00
public bool Deserialize(string jsonData) => default; // 0x00A64550-0x00A64950 public GameFlowBlob_SubScenarioEvent GetCurrentFlowBlob_ForDebug(ScenarioProgressType subType) => default; // 0x00A678A0-0x00A67940
} // 0x00CB35F0-0x00CB3680 public int GetProgress_ForDebug(ScenarioProgressType type) => default; // 0x00CB3680-0x00CB36F0
} // 0x00CB30A0-0x00CB30D0 public void SetProgressNumber(ScenarioProgressType type, int progressNo) { } // 0x00CB35F0-0x00CB3680