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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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88
AquaMai/AquaMai.Mods/Fancy/RandomBgm.cs
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88
AquaMai/AquaMai.Mods/Fancy/RandomBgm.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using AquaMai.Config.Attributes;
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using AquaMai.Core.Helpers;
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using HarmonyLib;
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using Mai2.Mai2Cue;
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using MAI2.Util;
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using Manager;
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using MelonLoader;
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namespace AquaMai.Mods.Fancy;
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[ConfigSection(
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en: """
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Random BGM.
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Put Mai2Cue.{acb,awb} of old version of the game in the configured directory and rename them.
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Won't work with 2P mode.
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""",
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zh: """
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在配置的目录下放置了旧版游戏的 Mai2Cue.{acb,awb} 并重命名的话,可以在播放游戏 BGM 的时候随机播放这里面的旧版游戏 BGM
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无法在 2P 模式下工作
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""")]
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public class RandomBgm
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{
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[ConfigEntry]
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private static readonly string mai2CueDir = "LocalAssets/Mai2Cue";
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private static List<string> _acbs = new List<string>();
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[HarmonyPostfix]
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[HarmonyPatch(typeof(SoundManager), "Initialize")]
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public static void Init()
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{
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var resolvedDir = FileSystem.ResolvePath(mai2CueDir);
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if (!Directory.Exists(resolvedDir)) return;
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var files = Directory.EnumerateFiles(resolvedDir);
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foreach (var file in files)
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{
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if (!file.EndsWith(".acb")) continue;
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// Seems there's limit for max opened ACB files
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_acbs.Add(Path.ChangeExtension(file, null));
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}
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MelonLogger.Msg($"Random BGM loaded {_acbs.Count} files");
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(SoundManager), "Play")]
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public static void PrePlay(ref SoundManager.AcbID acbID, int cueID)
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{
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if (acbID != SoundManager.AcbID.Default) return;
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if (_acbs.Count == 0) return;
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var cueIndex = (Cue)cueID;
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switch (cueIndex)
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{
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case Cue.BGM_ENTRY:
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case Cue.BGM_COLLECTION:
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case Cue.BGM_RESULT_CLEAR:
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case Cue.BGM_RESULT:
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var acb = _acbs[UnityEngine.Random.Range(0, _acbs.Count)];
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acbID = SoundManager.AcbID.Max;
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var result = Singleton<SoundCtrl>.Instance.LoadCueSheet((int)acbID, acb);
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MelonLogger.Msg($"Picked {acb} for {cueIndex}, result: {result}");
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return;
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default:
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return;
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(SoundManager), "PlayBGM")]
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public static bool PrePlayBGM(ref int target)
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{
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switch (target)
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{
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case 0:
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return true;
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case 1:
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return false;
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case 2:
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target = 0;
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return true;
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default:
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return false;
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}
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}
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}
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