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forked from akanyan/mu3-mods

feat(SkipCutscenes): full postgame skip

This commit is contained in:
2025-01-26 14:08:14 +00:00
parent fefadfc243
commit 8d2d9a3d43
4 changed files with 31 additions and 7 deletions

View File

@ -8,8 +8,6 @@ using UnityEngine;
namespace MU3.Sequence;
class patch_PlayMusic: PlayMusic {
public class CutscenePatch { };
private GameEngine _gameEngine;
private bool _quickStart = false;
@ -28,9 +26,10 @@ class patch_PlayMusic: PlayMusic {
private void Execute_StartCutscene() {
orig_Execute_StartCutscene();
Singleton<Mod.State>.instance.SkipEntry = false;
Singleton<Mod.State>.instance.SkipMusicIntro = false;
Singleton<Mod.State>.instance.SkipMusicOutro = false;
if(_quickStart || Singleton<UIInput>.instance.getTriggerOn(UIInput.Key.MenuLeft)) {
Singleton<Mod.State>.instance.SkipEntry = true;
Singleton<Mod.State>.instance.SkipMusicIntro = true;
_gameEngine.skipStartCutscene();
if(isPartyPlay()) {
setNextState(EState.PartyWaitReady);
@ -58,10 +57,11 @@ class patch_PlayMusic: PlayMusic {
if(Singleton<UIInput>.instance.getTriggerOn(UIInput.Key.MenuLeft)) {
if(!isPartyPlay() || state > EState.CalcResult) {
enabled = true;
Singleton<Mod.State>.instance.SkipMusicOutro = true;
}
}
if(enabled) {
Singleton<Mod.State>.instance.SkipItemFrame = true;
Singleton<Mod.State>.instance.SkipItemFrame = false;
if(state < EState.CalcResult) {
setNextState(EState.CalcResult);
}