using HarmonyLib; using MAI2.Util; using Manager; using MelonLoader; using Monitor.Common; using Monitor.Entry; using Monitor.Entry.Parts.Screens; using UnityEngine; using Type = System.Type; namespace AquaMai.UX { // Hides the 2p (right hand side) UI. // Note: this is not my original work. I simply interpreted the code and rewrote it as a mod. public class SinglePlayer { [HarmonyPrefix] [HarmonyPatch(typeof(Main.GameMain), "LateInitialize", new Type[] { typeof(MonoBehaviour), typeof(Transform), typeof(Transform) })] public static bool LateInitialize(MonoBehaviour gameMainObject, ref Transform left, ref Transform right) { left.transform.position = Vector3.zero; right.localScale = Vector3.zero; GameObject.Find("Mask").SetActive(false); return true; } [HarmonyPrefix] [HarmonyPatch(typeof(MeshButton), "IsPointInPolygon", new Type[] { typeof(Vector2[]), typeof(Vector2) })] public static bool IsPointInPolygon(Vector2[] polygon, ref Vector2 point, MeshButton __instance, ref bool __result) { __result = RectTransformUtility.RectangleContainsScreenPoint(__instance.GetComponent(), point, Camera.main); return false; } [HarmonyPostfix] [HarmonyPatch(typeof(EntryMonitor), "DecideEntry")] public static void PostDecideEntry(EntryMonitor __instance) { MelonLogger.Msg("Confirm Entry"); TimeManager.MarkGameStartTime(); Singleton.Instance.UpdateEvent(); Singleton.Instance.UpdateData(); __instance.Process.CreateDownloadProcess(); __instance.ProcessManager.SendMessage(new Message(ProcessType.CommonProcess, 30001)); __instance.ProcessManager.SendMessage(new Message(ProcessType.CommonProcess, 40000, 0, OperationInformationController.InformationType.Hide)); __instance.Process.SetNextProcess(); } // To prevent the "長押受付終了" overlay from appearing [HarmonyPrefix] [HarmonyPatch(typeof(WaitPartner), "Open")] public static bool WaitPartnerPreOpen() { return false; } } }