mirror of https://github.com/hykilpikonna/AquaDX
commit
2cea66cba5
|
@ -292,12 +292,14 @@ DEBUG</DefineConstants>
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<Compile Include="Config.cs" />
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<Compile Include="CustomKeyMap\Enable.cs" />
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<Compile Include="CustomKeyMap\KeyCodeID.cs" />
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<Compile Include="CustomSkin\CustomNoteSkin.cs" />
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<Compile Include="Fix\BasicFix.cs" />
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<Compile Include="Fix\DebugFeature.cs" />
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<Compile Include="Fix\DisableReboot.cs" />
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<Compile Include="Fix\ExtendNotesPool.cs" />
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<Compile Include="Fix\FixCharaCrash.cs" />
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<Compile Include="Fix\FixCheckAuth.cs" />
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<Compile Include="Fix\FixConnSlide.cs" />
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<Compile Include="Fix\FontFix.cs" />
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<Compile Include="Fix\ForceAsServer.cs" />
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<Compile Include="Fix\ForceFreePlay.cs" />
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@ -312,6 +314,9 @@ DEBUG</DefineConstants>
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<Compile Include="Helpers\SharedInstances.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Main.cs" />
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<Compile Include="RenderTweak\SlideAutoPlayTweak.cs" />
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<Compile Include="RenderTweak\SlideJudgeTweak.cs" />
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<Compile Include="RenderTweak\TrackStartProcessTweak.cs" />
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<Compile Include="Resources\Locale.Designer.cs">
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<DesignTime>True</DesignTime>
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<AutoGen>True</AutoGen>
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@ -0,0 +1,314 @@
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Reflection;
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using HarmonyLib;
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using MelonLoader;
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using Monitor;
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using Monitor.Game;
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using Process;
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using UnityEngine;
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namespace AquaMai.CustomSkin;
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public class CustomNoteSkin
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{
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private static readonly List<string> ImageExts = [".jpg", ".png", ".jpeg"];
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private static readonly List<string> SlideFanFields = ["_normalSlideFan", "_eachSlideFan", "_breakSlideFan", "_breakSlideFanEff"];
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private static Sprite customOutline;
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private static Sprite[,] customSlideFan = new Sprite[4, 11];
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private static bool LoadIntoGameNoteImageContainer(string fieldName, int? idx1, int? idx2, Texture2D texture)
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{
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// 先确定确实有这个 Field, 如果没有的话可以直接跳过这个文件
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var fieldTraverse = Traverse.Create(typeof(GameNoteImageContainer)).Field(fieldName);
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if (!fieldTraverse.FieldExists())
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{
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MelonLogger.Msg($"[CustomNoteSkin] Cannot found field {fieldName}");
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return false;
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}
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var fieldType = fieldTraverse.GetValueType();
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if (!idx1.HasValue)
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{
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// 目标 Field 应当是单个 Sprite
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if (fieldType != typeof(Sprite))
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} is a {fieldType.Name}, not a Sprite");
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return false;
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}
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var target = fieldTraverse.GetValue<Sprite>();
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var pivot = new Vector2(target.pivot.x / target.rect.width, target.pivot.y / target.rect.height);
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var custom = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, target.border
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);
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fieldTraverse.SetValue(custom);
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}
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else if (!idx2.HasValue)
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{
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// 目标 Field 是一维数组
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if (fieldType != typeof(Sprite[]))
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} is a {fieldType.Name}, not a Sprite[]");
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return false;
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}
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var targetArray = fieldTraverse.GetValue<Sprite[]>();
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var target = targetArray[idx1.Value];
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var pivot = new Vector2(target.pivot.x / target.rect.width, target.pivot.y / target.rect.height);
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var custom = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, target.border
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);
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targetArray[idx1.Value] = custom;
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}
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else
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{
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// 目标 Field 是二维数组
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if (fieldType != typeof(Sprite[,]))
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} is a {fieldType.Name}, not a Sprite[,]");
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return false;
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}
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var targetArray = fieldTraverse.GetValue<Sprite[,]>();
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var target = targetArray[idx1.Value, idx2.Value];
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var pivot = new Vector2(target.pivot.x / target.rect.width, target.pivot.y / target.rect.height);
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var custom = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, target.border
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);
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targetArray[idx1.Value, idx2.Value] = custom;
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}
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return true;
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameNotePrefabContainer), "Initialize")]
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private static void LoadNoteSkin()
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{
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if (!Directory.Exists(Path.Combine(Environment.CurrentDirectory, "Skins"))) return;
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foreach (var laFile in Directory.EnumerateFiles(Path.Combine(Environment.CurrentDirectory, "Skins")))
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{
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if (!ImageExts.Contains(Path.GetExtension(laFile).ToLowerInvariant())) continue;
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var texture = new Texture2D(1, 1, TextureFormat.RGBA32, false);
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texture.LoadImage(File.ReadAllBytes(laFile));
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var name = Path.GetFileNameWithoutExtension(laFile);
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var args = name.Split('_');
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// 文件名的格式是 XXXXXXXX_A_B 表示 GameNoteImageContainer._XXXXXXXX[A, B]
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// 视具体情况, A, B 可能不存在
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var fieldName = '_' + args[0];
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int? idx1 = (args.Length < 2)? null : (int.TryParse(args[1], out var temp) ? temp : null);
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int? idx2 = (args.Length < 3)? null : (int.TryParse(args[2], out temp) ? temp : null);
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Traverse traverse;
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if (fieldName == "_outline")
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{
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customOutline = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 1f);
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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continue;
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}
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if (SlideFanFields.Contains(fieldName))
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{
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if (!idx1.HasValue)
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} needs a index");
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continue;
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}
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var i = SlideFanFields.IndexOf(fieldName);
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customSlideFan[i, idx1.Value] = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(1f, 0.5f), 1f);
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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continue;
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}
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if (fieldName == "_touchJust")
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{
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traverse = Traverse.Create(GameNotePrefabContainer.TouchTapB);
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var noticeObject = traverse.Field<GameObject>("NoticeObject").Value;
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var target = noticeObject.GetComponent<SpriteRenderer>();
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var pivot = new Vector2(
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target.sprite.pivot.x / target.sprite.rect.width,
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target.sprite.pivot.y / target.sprite.rect.height
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);
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var custom = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, target.sprite.border
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);
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target.sprite = custom;
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traverse = Traverse.Create(GameNotePrefabContainer.TouchTapC);
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noticeObject = traverse.Field<GameObject>("NoticeObject").Value;
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noticeObject.GetComponent<SpriteRenderer>().sprite = custom;
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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continue;
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}
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if (fieldName == "_touchHold")
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{
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if (!idx1.HasValue)
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} needs a index");
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continue;
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}
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traverse = Traverse.Create(GameNotePrefabContainer.TouchHoldC);
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var target = traverse.Field<SpriteRenderer[]>("ColorsObject").Value;
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var renderer = target[idx1.Value];
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var pivot = new Vector2(
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renderer.sprite.pivot.x / renderer.sprite.rect.width,
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renderer.sprite.pivot.y / renderer.sprite.rect.height
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);
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var custom = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, renderer.sprite.border
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);
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renderer.sprite = custom;
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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continue;
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}
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if (fieldName == "_normalTouchBorder")
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{
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if (!idx1.HasValue)
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} needs a index");
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continue;
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}
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traverse = Traverse.Create(GameNotePrefabContainer.TouchReserve);
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var target = traverse.Field<Sprite[]>("_reserveSingleSprite").Value;
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var targetSprite = target[idx1.Value - 2];
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var pivot = new Vector2(
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targetSprite.pivot.x / targetSprite.rect.width,
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targetSprite.pivot.y / targetSprite.rect.height
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);
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target[idx1.Value - 2] = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, targetSprite.border
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);
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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continue;
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}
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if (fieldName == "_eachTouchBorder")
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{
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if (!idx1.HasValue)
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{
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MelonLogger.Msg($"[CustomNoteSkin] Field {fieldName} needs a index");
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continue;
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}
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traverse = Traverse.Create(GameNotePrefabContainer.TouchReserve);
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var target = traverse.Field<Sprite[]>("_reserveEachSprite").Value;
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var targetSprite = target[idx1.Value - 2];
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var pivot = new Vector2(
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targetSprite.pivot.x / targetSprite.rect.width,
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targetSprite.pivot.y / targetSprite.rect.height
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);
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target[idx1.Value - 2] = Sprite.Create(
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texture, new Rect(0, 0, texture.width, texture.height), pivot, 1f,
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0, SpriteMeshType.Tight, targetSprite.border
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);
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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continue;
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}
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if (LoadIntoGameNoteImageContainer(fieldName, idx1, idx2, texture))
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{
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MelonLogger.Msg($"[CustomNoteSkin] Successfully loaded {name}");
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}
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameCtrl), "Initialize")]
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private static void ChangeOutlineTexture(GameObject ____guideEndPointObj)
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{
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if (____guideEndPointObj != null && customOutline != null)
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{
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____guideEndPointObj.GetComponent<SpriteRenderer>().sprite = customOutline;
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(SlideFan), "Initialize")]
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private static void ChangeFanTexture(
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SpriteRenderer[] ____spriteLines, SpriteRenderer[] ____effectSprites, bool ___BreakFlag, bool ___EachFlag
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)
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{
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Vector3 position;
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Sprite sprite;
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if (___BreakFlag)
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{
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for (var i = 0; i < 11; i++)
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{
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sprite = customSlideFan[2, i];
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if (sprite != null)
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{
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____spriteLines[2 * i].sprite = sprite;
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position = ____spriteLines[2 * i].transform.localPosition;
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____spriteLines[2 * i].transform.localPosition = new Vector3(0, position.y, position.z);
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____spriteLines[2 * i].color = Color.white;
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____spriteLines[2 * i + 1].sprite = sprite;
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position = ____spriteLines[2 * i + 1].transform.localPosition;
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____spriteLines[2 * i + 1].transform.localPosition = new Vector3(0, position.y, position.z);
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____spriteLines[2 * i + 1].color = Color.white;
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}
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sprite = customSlideFan[3, i];
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if (sprite != null)
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{
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____effectSprites[2 * i].sprite = sprite;
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position = ____effectSprites[2 * i].transform.localPosition;
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____effectSprites[2 * i].transform.localPosition = new Vector3(0, position.y, position.z);
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____effectSprites[2 * i].color = Color.white;
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____effectSprites[2 * i + 1].sprite = sprite;
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position = ____effectSprites[2 * i + 1].transform.localPosition;
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____effectSprites[2 * i + 1].transform.localPosition = new Vector3(0, position.y, position.z);
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____effectSprites[2 * i + 1].color = Color.white;
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}
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}
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}
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else if (___EachFlag)
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{
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for (var i = 0; i < 11; i++)
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{
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sprite = customSlideFan[1, i];
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if (sprite != null)
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{
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____spriteLines[2 * i].sprite = sprite;
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position = ____spriteLines[2 * i].transform.localPosition;
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____spriteLines[2 * i].transform.localPosition = new Vector3(0, position.y, position.z);
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____spriteLines[2 * i].color = Color.white;
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____spriteLines[2 * i + 1].sprite = sprite;
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position = ____spriteLines[2 * i + 1].transform.localPosition;
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____spriteLines[2 * i + 1].transform.localPosition = new Vector3(0, position.y, position.z);
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____spriteLines[2 * i + 1].color = Color.white;
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}
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}
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}
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else
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{
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for (var i = 0; i < 11; i++)
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{
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sprite = customSlideFan[0, i];
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if (sprite != null)
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{
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____spriteLines[2 * i].sprite = sprite;
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position = ____spriteLines[2 * i].transform.localPosition;
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____spriteLines[2 * i].transform.localPosition = new Vector3(0, position.y, position.z);
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____spriteLines[2 * i].color = Color.white;
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____spriteLines[2 * i + 1].sprite = sprite;
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position = ____spriteLines[2 * i + 1].transform.localPosition;
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____spriteLines[2 * i + 1].transform.localPosition = new Vector3(0, position.y, position.z);
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____spriteLines[2 * i + 1].color = Color.white;
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}
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}
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}
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}
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}
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@ -0,0 +1,64 @@
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using System.Collections.Generic;
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using System.Reflection;
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using HarmonyLib;
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using Manager;
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using MelonLoader;
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using Monitor;
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namespace AquaMai.Fix;
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public class FixConnSlide
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{
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/* 这个 Patch 用于修复以下 bug:
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* 非 ConnSlide 被错误解析为 ConnSlide (Fes 首日刹那旅程爆机 bug)
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* 原 method 逻辑如下:
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*
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* if (this.IsSlideAll(noteData1.type) && (index1 + 1 < this._note._noteData.Count ? 1 : 0) != 0)
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* {
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* int targetNote = noteData1.slideData.targetNote;
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* if (noteData1.slideData != null)
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* targetNote = noteData1.slideData.targetNote;
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* for (int index3 = index1; index3 < this._note._noteData.Count; ++index3)
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* {
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* NoteData noteData3 = this._note._noteData[index3];
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* if (this.IsSlideAll(noteData3.type) && noteData3.time == noteData1.end && noteData3.startButtonPos == targetNote && noteData3.parent == null)
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* {
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* noteData3.parent = noteData1.parent;
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* noteData1.child.Add(noteData3);
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* noteData3.isUsed = true;
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* noteData3.isJudged = true;
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* break;
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* }
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* }
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* }
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*
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* 修复 bug 需要把第二次调用 this.IsSlideAll() 更改为 this.IsConnectNote(), 这里使用 Transpiler 解决
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*/
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[HarmonyTranspiler]
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[HarmonyPatch(typeof(NotesReader), "calcSlide")]
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private static IEnumerable<CodeInstruction> Fix(IEnumerable<CodeInstruction> instructions)
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{
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List<CodeInstruction> instList = new List<CodeInstruction>(instructions);
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bool found = false;
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MethodInfo methodIsSlideAll = AccessTools.Method(typeof(NotesReader), "IsSlideAll");
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MethodInfo methodIsConnectNote = AccessTools.Method(typeof(NotesReader), "IsConnectNote");
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for (int i = 0; i < instList.Count; i++)
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{
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CodeInstruction inst = instList[i];
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if (!found && inst.Calls(methodIsSlideAll))
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{
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found = true;
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continue;
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}
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if (found && inst.Calls(methodIsSlideAll))
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{
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inst.operand = methodIsConnectNote;
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// MelonLogger.Msg($"[FixConnSlide] Successfully patched NotesReader::calcSlide");
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break;
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}
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}
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return instList;
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}
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}
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|
@ -4,8 +4,10 @@ using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading;
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using AquaMai.CustomSkin;
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using AquaMai.Fix;
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using AquaMai.Helpers;
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using AquaMai.RenderTweak;
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using AquaMai.Resources;
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using AquaMai.Utils;
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using AquaMai.UX;
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|
@ -164,6 +166,13 @@ namespace AquaMai
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Patch(typeof(RunCommandOnEvents));
|
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// Utils
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Patch(typeof(JudgeAdjust));
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// My Patches
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Patch(typeof(CustomNoteSkin));
|
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Patch(typeof(SlideAutoPlayTweak));
|
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Patch(typeof(TrackStartProcessTweak));
|
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Patch(typeof(SlideJudgeTweak));
|
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Patch(typeof(FixConnSlide));
|
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# if DEBUG
|
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Patch(typeof(LogNetworkErrors));
|
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# endif
|
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|
|
|
@ -0,0 +1,102 @@
|
|||
using System.Collections.Generic;
|
||||
using HarmonyLib;
|
||||
using Manager;
|
||||
using Monitor;
|
||||
|
||||
namespace AquaMai.RenderTweak;
|
||||
|
||||
public class SlideAutoPlayTweak
|
||||
{
|
||||
/* 这个 Patch 用于修复以下 bug:
|
||||
* SlideFan 在 AutoPlay 时, 只有第一个箭头会消失
|
||||
* 原 method 逻辑如下:
|
||||
*
|
||||
* if (this.IsNoteCheckTimeStartIgnoreJudgeWait())
|
||||
* {
|
||||
* // do something ...
|
||||
* if (!GameManager.IsAutoPlay())
|
||||
* {
|
||||
* // do something ...
|
||||
* for (int index = 0; index < this._arrowPrefubs.Length && (double) index < (double) num2 * 11.0; ++index)
|
||||
* {
|
||||
* // do something about displaying arrows ...
|
||||
* }
|
||||
* }
|
||||
* else
|
||||
* {
|
||||
* float num4 = (currentMsec - this.StarLaunchMsec) / (this.StarArriveMsec - this.StarLaunchMsec - this.lastWaitTime);
|
||||
* for (int index = 0; index < this._arrowPrefubs.Length && (double) index < (double) num4 * 1.0; ++index)
|
||||
* {
|
||||
* // do something about displaying arrows ...
|
||||
* }
|
||||
* if ((double) num4 > 1.0)
|
||||
* num1 = 3;
|
||||
* }
|
||||
* // do something ...
|
||||
* }
|
||||
*
|
||||
* 导致这个 bug 的原因是 else 分支的 for 循环终止条件写错了, 应该是 11.0 (因为有 11 个箭头), SBGA 写成了 1.0
|
||||
* 这个 method 中一共只有 5 处 ldc.r4 的 IL Code, 依次为 10.0, 11.0, 1.0, 1.0, 0.0
|
||||
* 修复 bug 需要把第三处的 1.0 更改为 11.0, 这里使用 Transpiler 解决
|
||||
*/
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPatch(typeof(SlideFan), "NoteCheck")]
|
||||
private static IEnumerable<CodeInstruction> FixFanAutoPlayArrow(IEnumerable<CodeInstruction> instructions)
|
||||
{
|
||||
List<CodeInstruction> instList = new List<CodeInstruction>(instructions);
|
||||
bool found = false;
|
||||
for (int i = 0; i < instList.Count; i++)
|
||||
{
|
||||
CodeInstruction inst = instList[i];
|
||||
if (inst.LoadsConstant(11.0))
|
||||
{
|
||||
found = true;
|
||||
}
|
||||
|
||||
if (found && inst.LoadsConstant(1.0))
|
||||
{
|
||||
inst.operand = 11.0f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return instList;
|
||||
}
|
||||
|
||||
/* 这个 Patch 让 Slide 在 AutoPlay 的时候, 每个区仍然会分按下和松开两段进行推进 (加上 this._hitIn 的变化)
|
||||
* 原 method 逻辑如下:
|
||||
*
|
||||
* if (!GameManager.IsAutoPlay())
|
||||
* {
|
||||
* // do somethings ...
|
||||
* }
|
||||
* else
|
||||
* {
|
||||
* float num1 = (currentMsec - this.StarLaunchMsec) / (this.StarArriveMsec - this.StarLaunchMsec - this.lastWaitTime);
|
||||
* this._hitIndex = (int) ((double) this._hitAreaList.Count * (double) num1);
|
||||
* if (this._hitIndex >= this._hitAreaList.Count)
|
||||
* this._hitIndex = this._hitAreaList.Count - 1;
|
||||
* if (this._hitIndex < 0)
|
||||
* this._hitIndex = 0;
|
||||
* int num2 = (int) ((double) this._dispLaneNum * this.GetDeleteArrowDistance());
|
||||
* // do somethings ...
|
||||
* }
|
||||
*
|
||||
* 现在要在 this.GetDeleteArrowDistance() 之前插入
|
||||
* this._hitIn = ((float)this._hitAreaList.Count * num1 > (float)this._hitIndex + 0.5f);
|
||||
* 这段代码, 可以采用 Prefix, GetDeleteArrowDistance() 只在两个地方调用过, 另一处就在上面的 if 分支中 (即非 AutoPlay 情况)
|
||||
*/
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(SlideRoot), "GetDeleteArrowDistance")]
|
||||
private static void FixSlideAutoPlayArrow(
|
||||
SlideRoot __instance, ref bool ____hitIn, int ____hitIndex, List<SlideManager.HitArea> ____hitAreaList,
|
||||
float ___StarLaunchMsec, float ___StarArriveMsec, float ___lastWaitTime
|
||||
)
|
||||
{
|
||||
if (GameManager.IsAutoPlay())
|
||||
{
|
||||
float prop = (NotesManager.GetCurrentMsec() - ___StarLaunchMsec) / (___StarArriveMsec - ___StarLaunchMsec - ___lastWaitTime);
|
||||
____hitIn = ____hitAreaList.Count * prop > ____hitIndex + 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
using System;
|
||||
using HarmonyLib;
|
||||
using Manager;
|
||||
using Monitor;
|
||||
using Process;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AquaMai.RenderTweak;
|
||||
|
||||
public class SlideJudgeTweak
|
||||
{
|
||||
/*
|
||||
* 这个 Patch 让 BreakSlide 的 Critical 判定也可以像 BreakTap 一样闪烁
|
||||
*/
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(SlideJudge), "UpdateBreakEffectAdd")]
|
||||
private static void FixBreakSlideJudgeBlink(
|
||||
SpriteRenderer ___SpriteRenderAdd, SpriteRenderer ___SpriteRender,
|
||||
SlideJudge.SlideJudgeType ____judgeType, SlideJudge.SlideAngle ____angle
|
||||
)
|
||||
{
|
||||
if (!___SpriteRenderAdd.gameObject.activeSelf) return;
|
||||
float num = ___SpriteRenderAdd.color.r;
|
||||
___SpriteRenderAdd.color = new Color(num, num, num, 0.3f);
|
||||
if (num > 0.9f)
|
||||
{
|
||||
___SpriteRender.sprite = GameNoteImageContainer.JudgeSlideCriticalBreak[(int) ____judgeType, (int) ____angle];
|
||||
}
|
||||
else if (num < 0.1f)
|
||||
{
|
||||
___SpriteRender.sprite = GameNoteImageContainer.JudgeSlideCritical[(int) ____judgeType, (int) ____angle];
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* 这个 Patch 让圆弧形的 Slide 的判定显示与判定线精确对齐 (原本会有一点歪), 就像 majdata 里那样
|
||||
*/
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(SlideRoot), "Initialize")]
|
||||
private static void FixCircleSlideJudgePosition(
|
||||
SlideRoot __instance, SlideType ___EndSlideType, SlideJudge ___JudgeObj
|
||||
)
|
||||
{
|
||||
if (null != ___JudgeObj)
|
||||
{
|
||||
float z = ___JudgeObj.transform.localPosition.z;
|
||||
if (___EndSlideType == SlideType.Slide_Circle_L)
|
||||
{
|
||||
float angle = -45.0f - 45.0f * __instance.EndButtonId;
|
||||
double angleRad = Math.PI / 180.0 * (angle + 90 + 22.5 + 2.6415);
|
||||
___JudgeObj.transform.localPosition = new Vector3(480f * (float)Math.Cos(angleRad), 480f * (float)Math.Sin(angleRad), z);
|
||||
___JudgeObj.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, angle);
|
||||
}
|
||||
else if (___EndSlideType == SlideType.Slide_Circle_R)
|
||||
{
|
||||
float angle = -45.0f * __instance.EndButtonId;
|
||||
double angleRad = Math.PI / 180.0 * (angle + 90 - 22.5 - 2.6415);
|
||||
___JudgeObj.transform.localPosition = new Vector3(480f * (float)Math.Cos(angleRad), 480f * (float)Math.Sin(angleRad), z);
|
||||
___JudgeObj.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* 这个 Patch 让 Wifi Slide 的判定显示有上下的区别 (原本所有 Wifi 的判定显示都是朝向圆心的), 就像 majdata 里那样
|
||||
* 这个 bug 产生的原因是 SBGA 忘记给 Wifi 的 EndButtonId 赋值了
|
||||
* 不过需要注意的是, 考虑到圆弧形 Slide 的判定显示就是永远朝向圆心的, 我个人会觉得这个 Patch 关掉更好看一点
|
||||
* 所以这里把 Patch 注释掉了
|
||||
*/
|
||||
// [HarmonyPostfix]
|
||||
// [HarmonyPatch(typeof(SlideFan), "Initialize")]
|
||||
private static void FixFanJudgeFilp(
|
||||
int[] ___GoalButtonId, SlideJudge ___JudgeObj
|
||||
)
|
||||
{
|
||||
if (null != ___JudgeObj)
|
||||
{
|
||||
if (2 <= ___GoalButtonId[1] && ___GoalButtonId[1] <= 5)
|
||||
{
|
||||
___JudgeObj.Flip(false);
|
||||
___JudgeObj.transform.Rotate(0.0f, 0.0f, 180f);
|
||||
}
|
||||
else
|
||||
{
|
||||
___JudgeObj.Flip(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,83 @@
|
|||
using HarmonyLib;
|
||||
using Monitor;
|
||||
using Process;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AquaMai.RenderTweak;
|
||||
|
||||
public class TrackStartProcessTweak
|
||||
{
|
||||
// 总之这个 Patch 没啥用, 是我个人用 sinmai 录谱面确认时用得到, 顺手也写进来了
|
||||
// 具体而言就是推迟了歌曲开始界面的动画便于后期剪辑
|
||||
// 然后把“TRACK X”字样和 DX/标准谱面的显示框隐藏掉, 让他看起来不那么 sinmai, 更像是 majdata
|
||||
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(TrackStartProcess), "OnUpdate")]
|
||||
private static bool DelayAnimation(
|
||||
TrackStartProcess.TrackStartSequence ____state,
|
||||
ref float ____timeCounter,
|
||||
ProcessDataContainer ___container
|
||||
)
|
||||
{
|
||||
if (____state == TrackStartProcess.TrackStartSequence.Wait)
|
||||
{
|
||||
// 将开始动画(就是“噔噔, 噔 噔噔”)推迟
|
||||
float temp = ____timeCounter + Time.deltaTime;
|
||||
if (____timeCounter < 1.0f && temp >= 1.0f)
|
||||
{
|
||||
// 这是用来让转场动画继续播放的, 原本就是这个时候 notify 的同时开始播放开始动画
|
||||
// 现在把开始动画往后延
|
||||
___container.processManager.NotificationFadeIn();
|
||||
}
|
||||
____timeCounter = temp;
|
||||
if (____timeCounter >= 3.0f)
|
||||
{
|
||||
return true;
|
||||
// 原 method 的逻辑是这样
|
||||
// case TrackStartProcess.TrackStartSequence.Wait:
|
||||
// this._timeCounter += Time.deltaTime;
|
||||
// if ((double) this._timeCounter >= 1.0)
|
||||
// {
|
||||
// this._timeCounter = 0.0f;
|
||||
// this._state = TrackStartProcess.TrackStartSequence.Disp;
|
||||
// /* 一些开始播放开始动画的代码 */
|
||||
// this.container.processManager.NotificationFadeIn();
|
||||
// break;
|
||||
// }
|
||||
// break;
|
||||
// 所以只要在 prefix 里面等到 timeCounter 达到我们想要的值以后再执行原 method 就好
|
||||
// 这里有个细节: NotificationFadeIn() 会被执行两遍, 这其实不好, 是个潜在 bug
|
||||
// 不过由于此处把开始动画往后推了 2s, 转场动画已经结束把 Process 释放掉了, 所以第二遍会找不到 Process 就没效果
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else if (____state == TrackStartProcess.TrackStartSequence.DispEnd)
|
||||
{
|
||||
// 将开始动画结束以后的转场动画推迟
|
||||
____timeCounter += Time.deltaTime; // timeCounter 会在先前由原本的 method 归零
|
||||
if (____timeCounter >= 1.0f)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[HarmonyPostfix]
|
||||
[HarmonyPatch(typeof(TrackStartMonitor), "SetTrackStart")]
|
||||
private static void DisableTabs(
|
||||
SpriteCounter ____trackNumber, SpriteCounter ____bossTrackNumber, SpriteCounter ____utageTrackNumber,
|
||||
MultipleImage ____musicTabImage, GameObject[] ____musicTabObj
|
||||
)
|
||||
{
|
||||
____trackNumber.transform.parent.gameObject.SetActive(false);
|
||||
____bossTrackNumber.transform.parent.gameObject.SetActive(false);
|
||||
____utageTrackNumber.transform.parent.gameObject.SetActive(false);
|
||||
____musicTabImage.gameObject.SetActive(false);
|
||||
____musicTabObj[0].gameObject.SetActive(false);
|
||||
____musicTabObj[1].gameObject.SetActive(false);
|
||||
____musicTabObj[2].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
|
@ -16,6 +16,7 @@ namespace AquaMai.UX
|
|||
{
|
||||
var userOption = Singleton<GamePlayManager>.Instance.GetGameScore(i).UserOption;
|
||||
userOption.NoteSpeed = OptionNotespeedID.Speed6_5;
|
||||
userOption.TouchSpeed = OptionTouchspeedID.Speed7_0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue