Files
AquaDX/AquaMai/AquaMai.Mods/Fix/FixLevelDisplay.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

81 lines
4.1 KiB
C#

using AquaMai.Core.Attributes;
using AquaMai.Config.Attributes;
using HarmonyLib;
using MAI2.Util;
using Manager;
using Monitor;
using Monitor.MusicSelect.ChainList;
using UnityEngine;
namespace AquaMai.Mods.Fix;
[EnableGameVersion(24000)]
[ConfigSection(exampleHidden: true, defaultOn: true)]
public class FixLevelDisplay
{
// Fix wrong position of level number's display for music levels with non-consistant display level and rate level (difficuly constant)
// Stock game charts have no such inconsistency, but custom charts may have (e.g. 10+ but unrated)
[HarmonyPostfix]
[HarmonyPatch(typeof(MusicChainCardObejct), "SetLevel")]
private static void FixLevelShiftMusicChainCardObejct(MusicLevelID levelID, SpriteCounter ____digitLevel, SpriteCounter ____doubleDigitLevel, bool utage, GameObject ____difficultyUtageQuesionMarkSingleDigit, GameObject ____difficultyUtageQuesionMarkDoubleDigit)
{
switch (levelID)
{
case > MusicLevelID.Level9P:
____digitLevel.gameObject.SetActive(value: false);
____doubleDigitLevel.gameObject.SetActive(value: true);
____doubleDigitLevel.ChangeText(levelID.GetLevelNum().PadRight(3));
break;
case >= MusicLevelID.None:
____digitLevel.gameObject.SetActive(value: true);
____doubleDigitLevel.gameObject.SetActive(value: false);
____digitLevel.ChangeText(levelID.GetLevelNum().PadRight(2));
break;
}
if (!utage) return;
switch (levelID)
{
case > MusicLevelID.Level9P:
____difficultyUtageQuesionMarkSingleDigit.SetActive(value: false);
____difficultyUtageQuesionMarkDoubleDigit.SetActive(value: true);
break;
case >= MusicLevelID.None:
____difficultyUtageQuesionMarkSingleDigit.SetActive(value: true);
____difficultyUtageQuesionMarkDoubleDigit.SetActive(value: false);
break;
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(SingleResultCardController), "SetLevel")]
private static void FixLevelShiftSingleResultCardController(MusicLevelID levelID, bool isUtage, ref SpriteCounter ____difficultySingle, ref SpriteCounter ____difficultyDouble, GameObject ____utageQuestionMarkSingleDigit, GameObject ____utageQuestionMarkDoubleDigit)
{
FixLevelShiftMusicChainCardObejct(levelID, ____difficultySingle, ____difficultyDouble, isUtage, ____utageQuestionMarkSingleDigit, ____utageQuestionMarkDoubleDigit);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(TotalResultPlayer), "SetLevel")]
private static void FixLevelShiftTotalResultPlayer(MusicLevelID levelID, bool isUtage, ref SpriteCounter ____difficultySingle, ref SpriteCounter ____difficultyDouble, GameObject ____utageQuestionMarkSingleDigit, GameObject ____utageQuestionMarkDoubleDigit)
{
FixLevelShiftMusicChainCardObejct(levelID, ____difficultySingle, ____difficultyDouble, isUtage, ____utageQuestionMarkSingleDigit, ____utageQuestionMarkDoubleDigit);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(ResultMonitor), "SetLevel")]
private static void FixLevelShiftTotalResultPlayer(MusicLevelID levelID, ref SpriteCounter ____difficultySingle, ref SpriteCounter ____difficultyDouble)
{
FixLevelShiftMusicChainCardObejct(levelID, ____difficultySingle, ____difficultyDouble, false, null, null);
}
[HarmonyPostfix]
[HarmonyPatch(typeof(TrackStartMonitor), "SetTrackStart")]
private static void FixLevelShiftTrackStartMonitor(int ___monitorIndex, ref SpriteCounter ____difficultySingle, ref SpriteCounter ____difficultyDouble, GameObject ____utageQuestionSingleDigit, GameObject ____utageQuestionDoubleDigit)
{
var music = Singleton<DataManager>.Instance.GetMusic(GameManager.SelectMusicID[___monitorIndex]);
var levelID = (MusicLevelID)music.notesData[GameManager.SelectDifficultyID[___monitorIndex]].musicLevelID;
FixLevelShiftMusicChainCardObejct(levelID, ____difficultySingle, ____difficultyDouble, music.name.id >= 100000, ____utageQuestionSingleDigit, ____utageQuestionDoubleDigit);
}
}