forked from Cookies_Github_mirror/AquaDX
[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.
This commit is contained in:
49
AquaMai/AquaMai.Mods/GameSettings/CreditConfig.cs
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49
AquaMai/AquaMai.Mods/GameSettings/CreditConfig.cs
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using AquaMai.Config.Attributes;
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using AquaMai.Core.Attributes;
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using HarmonyLib;
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namespace AquaMai.Mods.GameSettings;
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[ConfigSection(
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en: "Set the game to Paid Play (lock credits) or Free Play.",
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zh: "设置游戏为付费游玩(锁定可用点数)或免费游玩")]
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public class CreditConfig
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{
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[ConfigEntry(
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en: "Set to Free Play (set to false for Paid Play).",
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zh: "是否免费游玩(设为 false 时为付费游玩)")]
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private static readonly bool isFreePlay = true;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(Manager.Credit), "IsFreePlay")]
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private static bool PreIsFreePlay(ref bool __result)
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{
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__result = isFreePlay;
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return false;
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}
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[ConfigEntry(
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en: "Lock credits amount (only valid in Paid Play). Set to 0 to disable.",
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zh: "锁定可用点数数量(仅在付费游玩时有效),设为 0 以禁用")]
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private static readonly uint lockCredits = 24;
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private static bool ShouldLockCredits => !isFreePlay && lockCredits > 0;
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[EnableIf(nameof(ShouldLockCredits))]
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[HarmonyPrefix]
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[HarmonyPatch(typeof(Manager.Credit), "IsGameCostEnough")]
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private static bool PreIsGameCostEnough(ref bool __result)
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{
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__result = true;
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return false;
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}
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[EnableIf(nameof(ShouldLockCredits))]
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[HarmonyPrefix]
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[HarmonyPatch(typeof(AMDaemon.CreditUnit), "Credit", MethodType.Getter)]
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private static bool PreCredit(ref uint __result)
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{
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__result = 24;
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return false;
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}
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}
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27
AquaMai/AquaMai.Mods/GameSettings/ForceAsServer.cs
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AquaMai/AquaMai.Mods/GameSettings/ForceAsServer.cs
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using AMDaemon;
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using AquaMai.Config.Attributes;
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using HarmonyLib;
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namespace AquaMai.Mods.GameSettings;
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[ConfigSection(
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en: "If you want to configure in-shop party-link, you should turn this off.",
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zh: "如果要配置店内招募的话,应该要把这个关闭")]
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public class ForceAsServer
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(LanInstall), "IsServer", MethodType.Getter)]
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private static bool PreIsServer(ref bool __result)
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{
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__result = true;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(Network), "IsLanAvailable", MethodType.Getter)]
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private static bool PreIsLanAvailable(ref bool __result)
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{
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__result = false;
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return false;
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}
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}
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50
AquaMai/AquaMai.Mods/GameSettings/JudgeAdjust.cs
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50
AquaMai/AquaMai.Mods/GameSettings/JudgeAdjust.cs
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using System.Threading;
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using AquaMai.Config.Attributes;
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using HarmonyLib;
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using IO;
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using Manager.UserDatas;
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namespace AquaMai.Mods.GameSettings;
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[ConfigSection(
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en: "Globally adjust A/B judgment (unit same as in-game options) or increase touch delay.",
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zh: "全局调整 A/B 判(单位和游戏里一样)或增加触摸延迟")]
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public class JudgeAdjust
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{
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[ConfigEntry(
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en: "Adjust A judgment.",
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zh: "调整 A 判")]
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private static readonly double a = 0;
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[ConfigEntry(
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en: "Adjust B judgment.",
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zh: "调整 B 判")]
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private static readonly double b = 0;
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[ConfigEntry(
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en: "Increase touch delay.",
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zh: "增加触摸延迟")]
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private static readonly int touchDelay = 0;
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[HarmonyPostfix]
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[HarmonyPatch(typeof(UserOption), "GetAdjustMSec")]
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public static void GetAdjustMSec(ref float __result)
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{
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__result += (float)(a * 16.666666d);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(UserOption), "GetJudgeTimingFrame")]
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public static void GetJudgeTimingFrame(ref float __result)
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{
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__result += (float)b;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(NewTouchPanel), "Recv")]
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public static void NewTouchPanelRecv()
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{
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if (touchDelay <= 0) return;
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Thread.Sleep(touchDelay);
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}
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}
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5
AquaMai/AquaMai.Mods/GameSettings/README.md
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5
AquaMai/AquaMai.Mods/GameSettings/README.md
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# GameSettings
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Overriding or adjusting the game settings that're originally configurable / modifiable, but made into patches for unification, flexibility or convenience.
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Patches changing the way the game running / behaving which are not possible in the stock game may need to go to the GameSystem category.
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154
AquaMai/AquaMai.Mods/GameSettings/TouchSensitivity.cs
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154
AquaMai/AquaMai.Mods/GameSettings/TouchSensitivity.cs
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using System.Collections.Generic;
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using System.Reflection;
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using AquaMai.Config.Attributes;
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using HarmonyLib;
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using IO;
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using Manager;
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using MelonLoader;
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namespace AquaMai.Mods.GameSettings;
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[ConfigSection(
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en: """
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Use custom touch sensitivity.
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When enabled, the settings in Test mode will not take effect.
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When disabled, the settings in Test mode is used.
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Sensitivity adjustments in Test mode are not linear.
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Default sensitivity in area A: 90, 80, 70, 60, 50, 40, 30, 26, 23, 20, 10.
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Default sensitivity in other areas: 70, 60, 50, 40, 30, 20, 15, 10, 5, 1, 1.
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A setting of 0 in Test mode corresponds to 40, 20 here, -5 corresponds to 90, 70, +5 corresponds to 10, 1.
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The higher the number in Test mode, the lower the number here, resulting in higher sensitivity for official machines.
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For ADX, the sensitivity is reversed, so the higher the number here, the higher the sensitivity.
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""",
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zh: """
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使用自定义触摸灵敏度
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这里启用之后 Test 里的就不再起作用了
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这里禁用之后就还是用 Test 里的调
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在 Test 模式下调整的灵敏度不是线性的
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A 区默认灵敏度 90, 80, 70, 60, 50, 40, 30, 26, 23, 20, 10
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其他区域默认灵敏度 70, 60, 50, 40, 30, 20, 15, 10, 5, 1, 1
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Test 里设置的 0 对应的是 40, 20 这一档,-5 是 90, 70,+5 是 10, 1
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Test 里的数字越大,这里的数字越小,对于官机来说,灵敏度更大
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而 ADX 的灵敏度是反的,所以对于 ADX,这里的数字越大,灵敏度越大
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""")]
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public class TouchSensitivity
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{
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[ConfigEntry]
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private static readonly byte A1 = 40;
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[ConfigEntry]
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private static readonly byte A2 = 40;
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[ConfigEntry]
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private static readonly byte A3 = 40;
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[ConfigEntry]
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private static readonly byte A4 = 40;
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[ConfigEntry]
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private static readonly byte A5 = 40;
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[ConfigEntry]
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private static readonly byte A6 = 40;
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[ConfigEntry]
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private static readonly byte A7 = 40;
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[ConfigEntry]
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private static readonly byte A8 = 40;
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[ConfigEntry]
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private static readonly byte B1 = 20;
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[ConfigEntry]
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private static readonly byte B2 = 20;
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[ConfigEntry]
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private static readonly byte B3 = 20;
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[ConfigEntry]
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private static readonly byte B4 = 20;
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[ConfigEntry]
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private static readonly byte B5 = 20;
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[ConfigEntry]
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private static readonly byte B6 = 20;
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[ConfigEntry]
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private static readonly byte B7 = 20;
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[ConfigEntry]
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private static readonly byte B8 = 20;
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[ConfigEntry]
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private static readonly byte C1 = 20;
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[ConfigEntry]
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private static readonly byte C2 = 20;
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[ConfigEntry]
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private static readonly byte D1 = 20;
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[ConfigEntry]
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private static readonly byte D2 = 20;
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[ConfigEntry]
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private static readonly byte D3 = 20;
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[ConfigEntry]
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private static readonly byte D4 = 20;
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[ConfigEntry]
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private static readonly byte D5 = 20;
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[ConfigEntry]
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private static readonly byte D6 = 20;
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[ConfigEntry]
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private static readonly byte D7 = 20;
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[ConfigEntry]
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private static readonly byte D8 = 20;
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[ConfigEntry]
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private static readonly byte E1 = 20;
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[ConfigEntry]
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private static readonly byte E2 = 20;
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[ConfigEntry]
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private static readonly byte E3 = 20;
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[ConfigEntry]
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private static readonly byte E4 = 20;
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[ConfigEntry]
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private static readonly byte E5 = 20;
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[ConfigEntry]
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private static readonly byte E6 = 20;
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[ConfigEntry]
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private static readonly byte E7 = 20;
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[ConfigEntry]
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private static readonly byte E8 = 20;
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[HarmonyPrefix]
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[HarmonyPatch(typeof(NewTouchPanel), "SetTouchPanelSensitivity")]
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public static void SetTouchPanelSensitivityPrefix(List<byte> sensitivity)
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{
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var configType = typeof(TouchSensitivity);
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for (var i = 0; i < 34; i++)
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{
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var area = (InputManager.TouchPanelArea)i;
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var field = configType.GetField(area.ToString(), BindingFlags.NonPublic | BindingFlags.Static);
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var value = (byte)field.GetValue(null);
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sensitivity[i] = value;
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}
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MelonLogger.Msg("[TouchSensitivity] Applied");
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}
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}
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