feat(SkipPreMusic): now triggered by LMenu
This commit is contained in:
parent
579790663e
commit
c1954d76c1
@ -1,7 +0,0 @@
|
|||||||
namespace MU3.Battle;
|
|
||||||
|
|
||||||
class patch_GameEngine: GameEngine {
|
|
||||||
public new bool isStartCutsceneFinish() {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,14 +1,20 @@
|
|||||||
using MU3.Battle;
|
using MU3.Battle;
|
||||||
|
using MU3.Util;
|
||||||
|
|
||||||
namespace MU3.Sequence;
|
namespace MU3.Sequence;
|
||||||
|
|
||||||
class patch_PlayMusic: PlayMusic {
|
class patch_PlayMusic: PlayMusic {
|
||||||
private GameEngine _gameEngine;
|
private GameEngine _gameEngine;
|
||||||
private extern void orig_Execute_StartCutscene();
|
private extern void orig_Execute_StartCutscene();
|
||||||
|
public static bool ForceSkipped { get; private set; }
|
||||||
|
|
||||||
private void Execute_StartCutscene() {
|
private void Execute_StartCutscene() {
|
||||||
orig_Execute_StartCutscene();
|
orig_Execute_StartCutscene();
|
||||||
_gameEngine.skipStartCutscene();
|
ForceSkipped = false;
|
||||||
setNextState(EState.Countdown);
|
if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuLeft)) {
|
||||||
|
_gameEngine.skipStartCutscene();
|
||||||
|
setNextState(EState.Countdown);
|
||||||
|
ForceSkipped = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,11 +1,16 @@
|
|||||||
using MU3.Util;
|
using MU3.Sequence;
|
||||||
|
using MU3.Util;
|
||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace MU3;
|
namespace MU3;
|
||||||
|
|
||||||
class patch_BattleUI: BattleUI {
|
class patch_BattleUI: BattleUI {
|
||||||
|
private extern System.Collections.IEnumerator orig_playReadyProc(Action onFinish);
|
||||||
private System.Collections.IEnumerator playReadyProc(Action onFinish) {
|
private System.Collections.IEnumerator playReadyProc(Action onFinish) {
|
||||||
|
if(!patch_PlayMusic.ForceSkipped) {
|
||||||
|
yield return orig_playReadyProc(onFinish);
|
||||||
|
}
|
||||||
if(!SystemUI.Exists) {
|
if(!SystemUI.Exists) {
|
||||||
onFinish();
|
onFinish();
|
||||||
yield break;
|
yield break;
|
||||||
|
Loading…
Reference in New Issue
Block a user