AquaDX/AquaMai/AquaMai.Mods/GameSystem/SinglePlayer.cs

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using System.Collections.Generic;
using System.Reflection;
using AquaMai.Core;
using AquaMai.Core.Attributes;
using AquaMai.Config.Attributes;
using AquaMai.Mods.Fancy.GamePlay;
using HarmonyLib;
using MAI2.Util;
using Manager;
using MelonLoader;
using Monitor;
using Monitor.Common;
using Monitor.Entry;
using Monitor.Entry.Parts.Screens;
using UnityEngine;
using Fx;
using Type = System.Type;
namespace AquaMai.Mods.GameSystem;
// 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.
[ConfigSection(
en: "Single player: Show 1P only, at the center of the screen.",
zh: "单人模式,不显示 2P")]
public class SinglePlayer
{
[HarmonyPatch]
public class WhateverInitialize
{
public static IEnumerable<MethodBase> TargetMethods()
{
var lateInitialize = AccessTools.Method(typeof(Main.GameMain), "LateInitialize", [typeof(MonoBehaviour), typeof(Transform), typeof(Transform)]);
if (lateInitialize is not null) return [lateInitialize];
return [AccessTools.Method(typeof(Main.GameMain), "Initialize", [typeof(MonoBehaviour), typeof(Transform), typeof(Transform)])];
}
public static void Prefix(MonoBehaviour gameMainObject, ref Transform left, ref Transform right)
{
left.transform.position = Vector3.zero;
right.localScale = Vector3.zero;
GameObject.Find("Mask").transform.position = new Vector3(540f, 0f, 0f);
}
}
[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<RectTransform>(), point, Camera.main);
return false;
}
[EnableGameVersion(21500, noWarn: true)]
public class SkipTimer
{
[HarmonyPostfix]
[HarmonyPatch(typeof(EntryMonitor), "DecideEntry")]
public static void PostDecideEntry(EntryMonitor __instance)
{
# if DEBUG
MelonLogger.Msg("Confirm Entry");
# endif
TimeManager.MarkGameStartTime();
Singleton<EventManager>.Instance.UpdateEvent();
Singleton<ScoreRankingManager>.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;
}
}
[ConfigEntry(
en: "Fix hanabi effect under single-player mode (disabled automatically if HideHanabi is enabled).",
zh: "修复单人模式下的烟花效果(如果启用了 HideHanabi则会自动禁用")]
public static bool fixHanabi = true;
private static bool fixHanabiDisableImplied = false;
private static bool FixHanabiEnabled => fixHanabi && !fixHanabiDisableImplied;
[EnableIf(nameof(FixHanabiEnabled))]
[HarmonyPatch(typeof(TapCEffect), "SetUpParticle")]
[HarmonyPostfix]
public static void PostSetUpParticle(TapCEffect __instance, FX_Mai2_Note_Color ____particleControler)
{
var entities = ____particleControler.GetComponentsInChildren<ParticleSystemRenderer>(true);
foreach (var entity in entities)
{
entity.maxParticleSize = 1f;
}
}
public static void OnBeforePatch()
{
if (ConfigLoader.Config.GetSectionState(typeof(HideHanabi)).Enabled)
{
fixHanabiDisableImplied = true;
}
}
public static void OnAfterPatch()
{
Core.Helpers.GuiSizes.SinglePlayer = true;
}
}