mirror of https://github.com/hykilpikonna/AquaDX
115 lines
4.1 KiB
C#
115 lines
4.1 KiB
C#
using System.Collections.Generic;
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using System.Reflection;
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using AquaMai.Core;
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using AquaMai.Core.Attributes;
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using AquaMai.Config.Attributes;
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using AquaMai.Mods.Fancy.GamePlay;
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using HarmonyLib;
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using MAI2.Util;
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using Manager;
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using MelonLoader;
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using Monitor;
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using Monitor.Common;
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using Monitor.Entry;
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using Monitor.Entry.Parts.Screens;
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using UnityEngine;
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using Fx;
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using Type = System.Type;
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namespace AquaMai.Mods.GameSystem;
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// Hides the 2p (right hand side) UI.
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// Note: this is not my original work. I simply interpreted the code and rewrote it as a mod.
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[ConfigSection(
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en: "Single player: Show 1P only, at the center of the screen.",
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zh: "单人模式,不显示 2P")]
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public class SinglePlayer
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{
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[HarmonyPatch]
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public class WhateverInitialize
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{
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public static IEnumerable<MethodBase> TargetMethods()
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{
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var lateInitialize = AccessTools.Method(typeof(Main.GameMain), "LateInitialize", [typeof(MonoBehaviour), typeof(Transform), typeof(Transform)]);
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if (lateInitialize is not null) return [lateInitialize];
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return [AccessTools.Method(typeof(Main.GameMain), "Initialize", [typeof(MonoBehaviour), typeof(Transform), typeof(Transform)])];
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}
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public static void Prefix(MonoBehaviour gameMainObject, ref Transform left, ref Transform right)
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{
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left.transform.position = Vector3.zero;
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right.localScale = Vector3.zero;
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GameObject.Find("Mask").transform.position = new Vector3(540f, 0f, 0f);
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(MeshButton), "IsPointInPolygon", new Type[] { typeof(Vector2[]), typeof(Vector2) })]
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public static bool IsPointInPolygon(Vector2[] polygon, ref Vector2 point, MeshButton __instance, ref bool __result)
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{
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__result = RectTransformUtility.RectangleContainsScreenPoint(__instance.GetComponent<RectTransform>(), point, Camera.main);
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return false;
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}
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[EnableGameVersion(21500, noWarn: true)]
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public class SkipTimer
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(EntryMonitor), "DecideEntry")]
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public static void PostDecideEntry(EntryMonitor __instance)
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{
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# if DEBUG
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MelonLogger.Msg("Confirm Entry");
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# endif
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TimeManager.MarkGameStartTime();
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Singleton<EventManager>.Instance.UpdateEvent();
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Singleton<ScoreRankingManager>.Instance.UpdateData();
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__instance.Process.CreateDownloadProcess();
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__instance.ProcessManager.SendMessage(new Message(ProcessType.CommonProcess, 30001));
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__instance.ProcessManager.SendMessage(new Message(ProcessType.CommonProcess, 40000, 0, OperationInformationController.InformationType.Hide));
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__instance.Process.SetNextProcess();
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}
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// To prevent the "長押受付終了" overlay from appearing
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[HarmonyPrefix]
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[HarmonyPatch(typeof(WaitPartner), "Open")]
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public static bool WaitPartnerPreOpen()
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{
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return false;
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}
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}
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[ConfigEntry(
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en: "Fix hanabi effect under single-player mode (disabled automatically if HideHanabi is enabled).",
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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)")]
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public static bool fixHanabi = true;
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private static bool fixHanabiDisableImplied = false;
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private static bool FixHanabiEnabled => fixHanabi && !fixHanabiDisableImplied;
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[EnableIf(nameof(FixHanabiEnabled))]
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[HarmonyPatch(typeof(TapCEffect), "SetUpParticle")]
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[HarmonyPostfix]
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public static void PostSetUpParticle(TapCEffect __instance, FX_Mai2_Note_Color ____particleControler)
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{
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var entities = ____particleControler.GetComponentsInChildren<ParticleSystemRenderer>(true);
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foreach (var entity in entities)
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{
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entity.maxParticleSize = 1f;
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}
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}
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public static void OnBeforePatch()
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{
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if (ConfigLoader.Config.GetSectionState(typeof(HideHanabi)).Enabled)
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{
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fixHanabiDisableImplied = true;
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}
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}
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public static void OnAfterPatch()
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{
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Core.Helpers.GuiSizes.SinglePlayer = true;
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}
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}
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