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[RF] AquaMai configuration refactor (#82)
更新了配置文件格式,原有的配置文件将被自动无缝迁移,详情请见新的配置文件中的注释(例外:`SlideJudgeTweak` 不再默认启用) 旧配置文件将被重命名备份,如果更新到此版本遇到 Bug 请联系我们 Updated configuration file schema. The old config file will be migrated automatically and seamlessly. See the comments in the new configuration file for details. (Except for `SlideJudgeTweak` is no longer enabled by default) Your old configuration file will be renamed as a backup. If you encounter any bug with this version, please contact us.
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AquaMai/AquaMai.Mods/Fancy/GamePlay/SlideLayerReverse.cs
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76
AquaMai/AquaMai.Mods/Fancy/GamePlay/SlideLayerReverse.cs
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using System.Collections.Generic;
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using AquaMai.Config.Attributes;
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using HarmonyLib;
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using Monitor;
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using UnityEngine;
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namespace AquaMai.Mods.Fancy.GamePlay;
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[ConfigSection(
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en: """
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Invert the Slide hierarchy, so that the new Slide appears on top like Maimai classic.
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Enable to support color changing effects achieved by overlaying multiple stars.
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""",
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zh: """
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反转 Slide 层级, 使新出现的 Slide 像旧框一样显示在上层
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启用以支持通过叠加多个星星达成的变色效果
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""")]
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public class SlideLayerReverse
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(SlideRoot), "Initialize")]
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private static void CalcArrowLayer(
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bool ___BreakFlag, List<SpriteRenderer> ____spriteRenders, List<BreakSlide> ____breakSpriteRenders,
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int ___SlideIndex, int ____baseArrowSortingOrder
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)
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{
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// 原本的 sortingOrder 是 -(SlideIndex + _baseArrowSortingOrder + index)
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// 令 orderBase = SlideIndex + _baseArrowSortingOrder
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// 分配给这条 slide 的 sortingOrder 范围是 -(orderBase + count - 1) ~ -(orderBase)
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// 现在要保留 slide 内部箭头顺序, 但使得 slide 间次序反转
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// 范围会变成 orderBase ~ orderBase + count - 1
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// 其中原本是 -(orderBase) 的箭头应该调整为 orderBase + count - 1
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var orderBase = ___SlideIndex + ____baseArrowSortingOrder; // SlideIndex + _baseArrowSortingOrder
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if (!___BreakFlag)
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{
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var lastIdx = ____spriteRenders.Count - 1;
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for (var index = 0; index < ____spriteRenders.Count; index++)
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{
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var renderer = ____spriteRenders[index];
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renderer.sortingOrder = -32700 + orderBase + lastIdx - index;
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}
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}
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else
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{
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var lastIdx = ____breakSpriteRenders.Count - 1;
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for (var index = 0; index < ____breakSpriteRenders.Count; index++)
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{
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var breakSlide = ____breakSpriteRenders[index];
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breakSlide.SetSortingOrder(-32700 + orderBase + lastIdx - index);
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}
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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 CalcFanArrowLayer(
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SpriteRenderer[] ____spriteLines, SpriteRenderer[] ____effectSprites,
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int ___SlideIndex, int ____baseArrowSortingOrder
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)
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{
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var orderBase = ___SlideIndex + ____baseArrowSortingOrder; // SlideIndex + _baseArrowSortingOrder
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var lastIdx = ____spriteLines.Length - 1;
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for (var index = 0; index < ____spriteLines.Length; index++)
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{
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var renderer = ____spriteLines[index];
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renderer.sortingOrder = -32700 + orderBase + lastIdx - index;
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}
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lastIdx = ____effectSprites.Length - 1;
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for (var index = 0; index < ____effectSprites.Length; index++)
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{
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var renderer = ____effectSprites[index];
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renderer.sortingOrder = 1000 + orderBase + lastIdx - index;
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}
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}
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}
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