mu3-mods/BetterGiveUp/MU3.Sequence/patch_PlayMusic.cs
akanyan a4104a67e7 feat: add infinite gp and skip premusic
Also, run the autoformatter.
Also, the skip is now cleaner.
2024-05-26 08:15:13 +09:00

104 lines
3.8 KiB
C#

#pragma warning disable CS0626
#pragma warning disable CS0649
#pragma warning disable IDE0051
#pragma warning disable IDE1006
using MU3.Battle;
using MU3.Game;
using MU3.Notes;
using MU3.Util;
using System;
using UnityEngine;
namespace MU3.Sequence;
public class patch_PlayMusic: PlayMusic {
private static readonly TimeSpan HOLD_DURATION = TimeSpan.FromSeconds(1.0f);
private static readonly TimeSpan ROLL_DURATION = TimeSpan.FromSeconds(0.5f);
public static bool QuickSkip = false;
private GameEngine _gameEngine;
private SessionInfo _sessionInfo;
private bool _isRolling;
private float _totalRollingFrame;
private DateTime _rollingStartTime;
private bool _isHoldingAck;
private DateTime _holdingStartTime;
private float enemyPosX;
private patch_NotesManager ntMgr => (patch_NotesManager)_gameEngine?.notesManager;
private extern void orig_Execute_Play();
public static double FadeOut(double progress, double min, double max) {
return min + (max - min) * (1.0 - Math.Pow(1.0 - progress, 2.0));
}
public static double FadeIn(double progress, double min, double max) {
return min + (max - min) * Math.Pow(progress, 2.0);
}
private static bool IsHolding() {
return Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuLeft) ^ Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight);
}
private void StartRolling() {
_isRolling = true;
_totalRollingFrame = ntMgr.getCurrentFrame();
_rollingStartTime = CustomDateTime.Now;
enemyPosX = ntMgr.getEnemyPos().x;
ntMgr.forceRecover(recover: 100);
Singleton<GameSound>.instance.gameBGM.stop();
}
private void EndRolling() {
_isRolling = false;
ntMgr.stopPlay();
ntMgr.reset();
ntMgr.reloadScore(_gameEngine.IsStageDazzling);
_gameEngine.counters.reset();
_gameEngine.battleReward.initialize(_sessionInfo);
_gameEngine.enemyManager.destroy();
_gameEngine.enemyManager.initialize();
_gameEngine.reset();
Singleton<GameSound>.instance.gameBGM.playMusic(_sessionInfo.musicData, 0);
ntMgr.startPlay(0.0f);
ntMgr.led.setGameColor(true);
}
private void Execute_Play() {
if(_isRolling) {
TimeSpan timeSpan = CustomDateTime.Now - _rollingStartTime;
if(timeSpan <= ROLL_DURATION) {
double num1 = FadeOut(timeSpan.TotalMilliseconds / ROLL_DURATION.TotalMilliseconds, 0.0, 1.0);
double num2 = FadeIn(timeSpan.TotalMilliseconds / ROLL_DURATION.TotalMilliseconds, 0.0, 1.0);
ntMgr.setFrameForce(_totalRollingFrame * (float)(1.0 - num1));
ntMgr.enemyOffset = new Vector3(
ntMgr.enemyOffset.x + (enemyPosX - ntMgr.getEnemyPos().x), 20f * (float)num2, 0.0f
);
} else {
EndRolling();
}
} else if(IsHolding() && !_sessionInfo.isTutorial) {
if(!_isHoldingAck) {
_holdingStartTime = CustomDateTime.Now;
_isHoldingAck = true;
}
TimeSpan ts = CustomDateTime.Now - _holdingStartTime;
if(ts > HOLD_DURATION) {
if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight)) {
StartRolling();
} else {
QuickSkip = true;
setNextState(EState.End);
destroy();
ntMgr.stopPlay();
_gameEngine.destroyAllies();
_gameEngine.finishGame();
_gameEngine.playFinish();
}
}
} else {
_isHoldingAck = false;
orig_Execute_Play();
}
}
}