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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.
66 lines
2.1 KiB
C#
66 lines
2.1 KiB
C#
using AquaMai.Config.Attributes;
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using HarmonyLib;
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using Manager;
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using Monitor;
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using Process;
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using Process.Entry.State;
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using Process.ModeSelect;
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namespace AquaMai.Mods.GameSystem;
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[ConfigSection(
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en: """
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Disable timers (hidden and set to 65535 seconds).
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Not recommand to enable when SinglePlayer is off.
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""",
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zh: """
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去除游戏中的倒计时(隐藏并设为 65535 秒)
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没有开启单人模式时,不建议启用
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""")]
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public class DisableTimeout
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(TimerController), "PrepareTimer")]
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public static void PrePrepareTimer(ref int second)
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{
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second = 65535;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(CommonTimer), "SetVisible")]
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public static void CommonTimerSetVisible(ref bool isVisible)
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{
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isVisible = false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(EntryProcess), "DecrementTimerSecond")]
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public static bool EntryProcessDecrementTimerSecond(ContextEntry ____context)
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{
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SoundManager.PlaySE(Mai2.Mai2Cue.Cue.SE_SYS_SKIP, 0);
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____context.SetState(StateType.DoneEntry);
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(ModeSelectProcess), "UpdateInput")]
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public static bool ModeSelectProcessUpdateInput(ModeSelectProcess __instance)
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{
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if (!InputManager.GetButtonDown(0, InputManager.ButtonSetting.Button05)) return true;
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__instance.TimeSkipButtonAnim(InputManager.ButtonSetting.Button05);
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SoundManager.PlaySE(Mai2.Mai2Cue.Cue.SE_SYS_SKIP, 0);
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Traverse.Create(__instance).Method("TimeUp").GetValue();
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(PhotoEditProcess), "MainMenuUpdate")]
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public static void PhotoEditProcess(PhotoEditMonitor[] ____monitors, PhotoEditProcess __instance)
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{
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if (!InputManager.GetButtonDown(0, InputManager.ButtonSetting.Button04)) return;
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SoundManager.PlaySE(Mai2.Mai2Cue.Cue.SE_SYS_SKIP, 0);
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____monitors[0].SetButtonPressed(InputManager.ButtonSetting.Button04);
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Traverse.Create(__instance).Method("OnTimeUp").GetValue();
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}
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}
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