feat(SkipPreMusic): now triggered by LMenu
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@ -1,7 +0,0 @@
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namespace MU3.Battle;
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class patch_GameEngine: GameEngine {
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public new bool isStartCutsceneFinish() {
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return true;
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}
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}
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@ -1,14 +1,20 @@
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using MU3.Battle;
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using MU3.Util;
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namespace MU3.Sequence;
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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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public static bool ForceSkipped { get; private set; }
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private void Execute_StartCutscene() {
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orig_Execute_StartCutscene();
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ForceSkipped = false;
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if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuLeft)) {
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_gameEngine.skipStartCutscene();
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setNextState(EState.Countdown);
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ForceSkipped = true;
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}
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}
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}
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@ -1,11 +1,16 @@
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using MU3.Util;
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using MU3.Sequence;
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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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class patch_BattleUI: BattleUI {
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private extern System.Collections.IEnumerator orig_playReadyProc(Action onFinish);
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private System.Collections.IEnumerator playReadyProc(Action onFinish) {
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if(!patch_PlayMusic.ForceSkipped) {
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yield return orig_playReadyProc(onFinish);
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}
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if(!SystemUI.Exists) {
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onFinish();
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yield break;
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