Files
AquaDX/AquaMai/AquaMai.Mods/Fancy/GamePlay/SlideFadeInTweak.cs
Menci 37044dae01 [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.
2024-11-25 01:25:19 +08:00

130 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using AquaMai.Config.Attributes;
using HarmonyLib;
using MAI2.Util;
using Manager;
using Monitor;
using UnityEngine;
namespace AquaMai.Mods.Fancy.GamePlay;
[ConfigSection(
zh: "让星星在启动拍等待期间从 50% 透明度渐入为 100%,取代原本在击打星星头时就完成渐入",
en: "Slides will fade in instead of instantly appearing.")]
public class SlideFadeInTweak
{
[HarmonyPrefix]
[HarmonyPatch(typeof(SlideRoot), "UpdateAlpha")]
private static bool UpdateAlphaOverwrite(
SlideRoot __instance,
ref bool ___UpdateAlphaFlag,
float ___StartMsec, float ___AppearMsec, float ___StarLaunchMsec, float ___DefaultMsec,
int ____dispLaneNum, bool ___BreakFlag,
List<SpriteRenderer> ____spriteRenders, List<BreakSlide> ____breakSpriteRenders
)
{
if (!___UpdateAlphaFlag)
return false;
var currentMsec = NotesManager.GetCurrentMsec();
var slideSpeed = (int) Singleton<GamePlayManager>.Instance.GetGameScore(__instance.MonitorId).UserOption.SlideSpeed;
var defaultFadeInLength = (21 - slideSpeed) / 10.5f * ___DefaultMsec;
var fadeInFirstMsec = Math.Max(___StartMsec, ___AppearMsec - defaultFadeInLength);
var fadeInSecondMsec = Math.Max(___AppearMsec, ___StarLaunchMsec - defaultFadeInLength);
// var fadeInSecondMsec = ___AppearMsec;
var color = new Color(1f, 1f, 1f, 1f);
if (currentMsec >= ___StarLaunchMsec)
{
___UpdateAlphaFlag = false;
}
else if (currentMsec < fadeInFirstMsec)
{
color.a = 0.0f;
}
else if (fadeInFirstMsec <= currentMsec && currentMsec < ___AppearMsec)
{
var fadeInLength = Math.Min(200.0f, ___AppearMsec - fadeInFirstMsec);
color.a = 0.5f * Math.Min(1f, (currentMsec - fadeInFirstMsec) / fadeInLength);
}
else if (___AppearMsec <= currentMsec && currentMsec < fadeInSecondMsec)
{
color.a = 0.5f;
}
else if (fadeInSecondMsec <= currentMsec && currentMsec < ___StarLaunchMsec)
{
var fadeInLength = Math.Min(200.0f, ___StarLaunchMsec - fadeInSecondMsec);
// var fadeInLength = ___StarLaunchMsec - fadeInSecondMsec;
color.a = 0.5f + 0.5f * Math.Min(1f, (currentMsec - fadeInSecondMsec) / fadeInLength);
}
if (!___BreakFlag)
{
for (var index = 0; index < ____dispLaneNum; ++index)
{
if (index >= ____spriteRenders.Count) break;
____spriteRenders[index].color = color;
}
}
else
{
for (var index = 0; index < ____dispLaneNum; ++index)
{
if (index >= ____breakSpriteRenders.Count) break;
____breakSpriteRenders[index].SpriteRender.color = color;
}
}
return false;
}
[HarmonyPrefix]
[HarmonyPatch(typeof(SlideFan), "UpdateAlpha")]
private static bool UpdateFanAlphaOverwrite(
SlideRoot __instance,
float ___StartMsec, float ___AppearMsec, float ___StarLaunchMsec, float ___DefaultMsec,
Color ____defaultColor, SpriteRenderer[] ____spriteLines
)
{
var currentMsec = NotesManager.GetCurrentMsec();
var slideSpeed = (int) Singleton<GamePlayManager>.Instance.GetGameScore(__instance.MonitorId).UserOption.SlideSpeed;
var defaultFadeInLength = (21 - slideSpeed) / 10.5f * ___DefaultMsec;
var fadeInFirstMsec = Math.Max(___StartMsec, ___AppearMsec - defaultFadeInLength);
var fadeInSecondMsec = Math.Max(___AppearMsec, ___StarLaunchMsec - defaultFadeInLength);
// var fadeInSecondMsec = ___AppearMsec;
var color = ____defaultColor;
if (currentMsec < fadeInFirstMsec)
{
color.a = 0.0f;
}
else if (fadeInFirstMsec <= currentMsec && currentMsec < ___AppearMsec)
{
var fadeInLength = Math.Min(200.0f, ___AppearMsec - fadeInFirstMsec);
color.a = 0.3f * Math.Min(1f, (currentMsec - fadeInFirstMsec) / fadeInLength);
}
else if (___AppearMsec <= currentMsec && currentMsec < fadeInSecondMsec)
{
color.a = 0.3f;
}
else if (fadeInSecondMsec <= currentMsec && currentMsec < ___StarLaunchMsec)
{
var fadeInLength = Math.Min(200.0f, ___StarLaunchMsec - fadeInSecondMsec);
// var fadeInLength = ___StarLaunchMsec - fadeInSecondMsec;
color.a = 0.3f + 0.3f * Math.Min(1f, (currentMsec - fadeInSecondMsec) / fadeInLength);
}
else
{
color.a = 0.6f;
}
foreach (SpriteRenderer spriteLine in ____spriteLines)
spriteLine.color = color;
return false;
}
}