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forked from akanyan/mu3-mods

fix(SkipCutscenes): a better way

This commit is contained in:
2025-01-05 01:21:59 +00:00
parent 1213b44578
commit c9d90f2d12

View File

@ -1,22 +1,18 @@
using MonoMod;
using MU3.Battle;
using MU3.Game;
using MU3.Util;
using System.Collections;
using UnityEngine;
namespace MU3.Sequence;
class patch_PlayMusic: PlayMusic {
private GameEngine _gameEngine;
private SessionInfo _sessionInfo;
private bool _nuclearSkip = false;
private bool _quickStart = false;
[MonoModIgnore]
private extern bool isPartyPlay();
[MonoModIgnore]
private extern void Enter_ShowBonusStart();
private void Leave_LoadScene() {
using IniFile iniFile = new("mu3.ini");
_quickStart = iniFile.getValue("Sequence", "QuickStart", false);
@ -25,6 +21,7 @@ class patch_PlayMusic: PlayMusic {
private extern void orig_Execute_StartCutscene();
private void Execute_StartCutscene() {
orig_Execute_StartCutscene();
Singleton<Mod.State>.instance.SkipEntry = false;
if(_quickStart || Singleton<UIInput>.instance.getTriggerOn(UIInput.Key.MenuLeft)) {
Singleton<Mod.State>.instance.SkipEntry = true;
@ -37,28 +34,33 @@ class patch_PlayMusic: PlayMusic {
}
}
public extern bool orig_updateState(float deltaTime);
public override bool updateState(float deltaTime = -1f) {
var state = getCurrentState();
private void Leave_DispCombo() {
if(!_gameEngine.sessionInfo.isTutorial) {
_gameEngine.StartCoroutine(nuclearSkip());
}
}
private IEnumerator nuclearSkip() {
bool enabled = false;
EState state;
while((state = getCurrentState()) < EState.End) {
if(state >= EState.PlayEnd && Singleton<UIInput>.instance.getTriggerOn(UIInput.Key.MenuLeft)) {
if(!isPartyPlay() || state > EState.CalcResult) {
_nuclearSkip = true;
enabled = true;
}
}
if(_nuclearSkip) {
bool isTutorial = SingletonMonoBehaviour<GameEngine>.instance.sessionInfo.isTutorial;
if(!isTutorial) {
if(enabled) {
Singleton<Mod.State>.instance.SkipItemFrame = true;
if(state < EState.CalcResult) {
setNextState(EState.CalcResult);
}
if(state > EState.CalcResult) {
Enter_ShowBonusStart();
if(state > EState.ShowBonusStart) {
SingletonMonoBehaviour<SystemUI>.instance.destroySkipButton(true);
setNextState(EState.End);
yield break;
}
}
yield return new WaitForEndOfFrame();
}
return orig_updateState(deltaTime);
}
}