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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.
51 lines
2.4 KiB
C#
51 lines
2.4 KiB
C#
using AquaMai.Config.Attributes;
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using HarmonyLib;
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using Monitor;
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using TMPro;
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using UI;
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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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Disable the TRACK X text, DX/Standard display box, and the derakkuma at the bottom of the screen in the song start screen.
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For recording chart confirmation.
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""",
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zh: """
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在歌曲开始界面, 把 TRACK X 字样, DX/标准谱面的显示框, 以及画面下方的滴蜡熊隐藏掉
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录制谱面确认用
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""")]
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public class DisableTrackStartTabs
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{
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// 在歌曲开始界面, 把 TRACK X 字样, DX/标准谱面的显示框, 以及画面下方的滴蜡熊隐藏掉, 让他看起来不那么 sinmai, 更像是 majdata
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[HarmonyPostfix]
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[HarmonyPatch(typeof(TrackStartMonitor), "SetTrackStart")]
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private static void DisableTabs(
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SpriteCounter ____trackNumber, SpriteCounter ____bossTrackNumber, SpriteCounter ____utageTrackNumber,
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MultipleImage ____musicTabImage, GameObject[] ____musicTabObj, GameObject ____derakkumaRoot,
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TimelineRoot ____musicDetail
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)
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{
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____trackNumber.transform.parent.gameObject.SetActive(false);
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____bossTrackNumber.transform.parent.gameObject.SetActive(false);
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____utageTrackNumber.transform.parent.gameObject.SetActive(false);
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____musicTabImage.gameObject.SetActive(false);
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____musicTabObj[0].gameObject.SetActive(false);
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____musicTabObj[1].gameObject.SetActive(false);
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____musicTabObj[2].gameObject.SetActive(false);
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____derakkumaRoot.SetActive(false);
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var traverse = Traverse.Create(____musicDetail);
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traverse.Field<MultipleImage>("_achivement_Base").Value.ChangeSprite(1);
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traverse.Field<MultipleImage>("_clearRank_Base").Value.ChangeSprite(1);
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traverse.Field<TextMeshProUGUI>("_achivement_Text").Value.gameObject.SetActive(false);
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traverse.Field<TextMeshProUGUI>("_achivement_decimal_Text").Value.gameObject.SetActive(false);
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traverse.Field<TextMeshProUGUI>("_achivement_percent_Text").Value.gameObject.SetActive(false);
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traverse.Field<MultipleImage>("_clearRank_Image").Value.gameObject.SetActive(false);
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traverse.Field<GameObject>("_deluxScore_Obj").Value.SetActive(false);
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traverse.Field<MultipleImage>("_comboRank_Image").Value.ChangeSprite(0);
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traverse.Field<MultipleImage>("_syncRank_Image").Value.ChangeSprite(0);
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}
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}
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