chore: spin off SkipLoginBonus

This commit is contained in:
あかニャン 2024-06-27 23:33:47 +09:00
parent c527320178
commit 3644cb7813
3 changed files with 27 additions and 15 deletions

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@ -29,9 +29,13 @@ Disables *all* timers. A replacement for LockSelectionTime from the older modpac
Replaces the in-game rating algorithm (OldBest30+NewBest15+Recent10) with Best45. Client-side and purely cosmetic. Replaces the in-game rating algorithm (OldBest30+NewBest15+Recent10) with Best45. Client-side and purely cosmetic.
### SkipNotice ⚠️ ### SkipLoginBonus ⚠️
Skips the safety warning screen, event notices, ⚠login bonuses, ⚠event rewards. Skips login bonuses and event rewards. If you care about those things, don't use this one.
### SkipNotice
Skips the safety warning screen and event notices.
### SkipPreMusicRitual ### SkipPreMusicRitual

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@ -0,0 +1,18 @@
#pragma warning disable CS0649
#pragma warning disable IDE0051
#pragma warning disable IDE1006
using MU3.Util;
namespace MU3;
public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward {
private Mode<Scene_30_NoticeReward, State> _mode;
private enum State {
RankingReward = 2,
FadeOut = 8,
}
private void RankingReward_Init() {
_mode.set(State.FadeOut);
}
}

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@ -1,4 +1,3 @@
#pragma warning disable CS0626
#pragma warning disable CS0649 #pragma warning disable CS0649
#pragma warning disable IDE0051 #pragma warning disable IDE0051
#pragma warning disable IDE1006 #pragma warning disable IDE1006
@ -10,21 +9,12 @@ namespace MU3;
public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward { public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward {
private Mode<Scene_30_NoticeReward, State> _mode; private Mode<Scene_30_NoticeReward, State> _mode;
private enum State { private enum State {
Attention, RankingReward = 2,
Notice, FadeOut = 8,
RankingReward,
TechnicalChallengeReward,
DailyBonus,
AimeCollab,
Present,
TrainingRoom,
FadeOut,
End
} }
private void Start() { private void Start() {
_mode = new Mode<Scene_30_NoticeReward, State>(this); _mode = new Mode<Scene_30_NoticeReward, State>(this);
_mode.set(State.FadeOut); _mode.set(State.RankingReward);
SingletonMonoBehaviour<SystemUI>.instance.Panel.pushState(0, show: true); SingletonMonoBehaviour<SystemUI>.instance.Panel.pushState(0, show: true);
} }
} }