feat: add infinite gp and skip premusic
Also, run the autoformatter. Also, the skip is now cleaner.
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1
.gitignore
vendored
1
.gitignore
vendored
@ -4,3 +4,4 @@
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**/bin/*
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**/obj/*
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*.dll
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Common/
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22
BetterGiveUp/MU3/patch_Scene_32_PrePlayMusic_MusicSelect.cs
Normal file
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BetterGiveUp/MU3/patch_Scene_32_PrePlayMusic_MusicSelect.cs
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@ -0,0 +1,22 @@
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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#pragma warning disable CS0108
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#pragma warning disable CS0414
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using MU3.Sequence;
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namespace MU3;
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public class patch_Scene_32_PrePlayMusic_MusicSelect: Scene_32_PrePlayMusic_MusicSelect {
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private bool _playVoice;
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private extern void orig_Enter_Select();
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private void Enter_Select() {
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if(patch_PlayMusic.QuickSkip) {
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patch_PlayMusic.QuickSkip = false;
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_playVoice = false;
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}
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orig_Enter_Select();
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}
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}
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@ -13,6 +13,7 @@ public class patch_Scene_38_End : Scene_38_End {
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private Mode<Scene_38_End, State> mode_;
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private extern void orig_Init_Init();
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private int result_;
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private UICommonWindow commonWindow_;
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private enum State {
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Init,
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Continue,
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@ -30,7 +31,15 @@ public class patch_Scene_38_End : Scene_38_End {
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if(patch_PlayMusic.QuickSkip) {
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result_ = 0;
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mode_.set(State.End);
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patch_PlayMusic.QuickSkip = false;
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}
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}
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private void End_Init() {
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SystemUI instance = SingletonMonoBehaviour<SystemUI>.instance;
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instance.Panel.popState();
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if(!patch_PlayMusic.QuickSkip) {
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instance.fadeOut();
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}
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commonWindow_.end();
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}
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}
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33
InfiniteGP/MU3.User/patch_UserManager.cs
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InfiniteGP/MU3.User/patch_UserManager.cs
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@ -0,0 +1,33 @@
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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#pragma warning disable CS0108
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namespace MU3.User;
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public class patch_UserManager: UserManager {
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public const int DefaultGP = 666;
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private int _gp;
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private OnUpdate _onUpdateGP;
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private OnReset _onResetGP;
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public void resetGP() {
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_gp = 666;
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if(_onResetGP != null) {
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_onResetGP(_gp);
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}
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}
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public int GP {
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get {
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return _gp;
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}
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private set {
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_gp = 666;
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if(_onUpdateGP != null) {
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_onUpdateGP(_gp);
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}
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}
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}
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}
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8
SkipBullshit/MU3.Battle/patch_BattleCamera.cs
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SkipBullshit/MU3.Battle/patch_BattleCamera.cs
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@ -0,0 +1,8 @@
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using MU3.Battle;
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public class patch_BattleCamera: BattleCamera {
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private void Enter_StartCutscene() {
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setNextState(EState.ToPlay);
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}
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}
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SkipBullshit/MU3.Battle/patch_BattleUI.cs
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SkipBullshit/MU3.Battle/patch_BattleUI.cs
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using MU3.Util;
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using System;
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using UnityEngine;
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namespace MU3;
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public class patch_BattleUI: BattleUI {
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private System.Collections.IEnumerator playReadyProc(Action onFinish) {
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if(!SystemUI.Exists) {
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onFinish();
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yield break;
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}
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SystemUI systemUI = SingletonMonoBehaviour<SystemUI>.instance;
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float time = 1.5f;
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while(0f < time) {
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yield return null;
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time -= Time.deltaTime;
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}
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onFinish();
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systemUI.removeCanvas(MU3.Graphics.Const.SortOrder.UI);
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}
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}
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SkipBullshit/MU3.Battle/patch_GameEngine.cs
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SkipBullshit/MU3.Battle/patch_GameEngine.cs
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#pragma warning disable CS0108
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namespace MU3.Battle;
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public class patch_GameEngine: GameEngine {
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public bool isStartCutsceneFinish() {
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return true;
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}
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}
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19
SkipBullshit/MU3.Sequence/patch_PlayMusic.cs
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SkipBullshit/MU3.Sequence/patch_PlayMusic.cs
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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using MU3.Battle;
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namespace MU3.Sequence;
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public class patch_PlayMusic: PlayMusic {
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private GameEngine _gameEngine;
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private extern void orig_Execute_StartCutscene();
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private void Execute_StartCutscene() {
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orig_Execute_StartCutscene();
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_gameEngine.skipStartCutscene();
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setNextState(EState.Countdown);
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}
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}
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@ -3,15 +3,13 @@
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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using MU3.Sequence;
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using MU3.Util;
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namespace MU3;
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public class patch_Scene_30_NoticeReward: Scene_30_NoticeReward {
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private Mode<Scene_30_NoticeReward, State> _mode;
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private enum State
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{
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private enum State {
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Attention,
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Notice,
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RankingReward,
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