feat(SkipPreMusic): now triggered by LMenu

This commit is contained in:
あかニャン 2024-07-08 03:33:38 +09:00
parent 579790663e
commit c1954d76c1
3 changed files with 14 additions and 10 deletions

View File

@ -1,7 +0,0 @@
namespace MU3.Battle;
class patch_GameEngine: GameEngine {
public new bool isStartCutsceneFinish() {
return true;
}
}

View File

@ -1,14 +1,20 @@
using MU3.Battle;
using MU3.Util;
namespace MU3.Sequence;
class patch_PlayMusic: PlayMusic {
private GameEngine _gameEngine;
private extern void orig_Execute_StartCutscene();
public static bool ForceSkipped { get; private set; }
private void Execute_StartCutscene() {
orig_Execute_StartCutscene();
_gameEngine.skipStartCutscene();
setNextState(EState.Countdown);
ForceSkipped = false;
if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuLeft)) {
_gameEngine.skipStartCutscene();
setNextState(EState.Countdown);
ForceSkipped = true;
}
}
}

View File

@ -1,11 +1,16 @@
using MU3.Util;
using MU3.Sequence;
using MU3.Util;
using System;
using UnityEngine;
namespace MU3;
class patch_BattleUI: BattleUI {
private extern System.Collections.IEnumerator orig_playReadyProc(Action onFinish);
private System.Collections.IEnumerator playReadyProc(Action onFinish) {
if(!patch_PlayMusic.ForceSkipped) {
yield return orig_playReadyProc(onFinish);
}
if(!SystemUI.Exists) {
onFinish();
yield break;