forked from akanyan/mu3-mods
169 lines
5.5 KiB
C#
169 lines
5.5 KiB
C#
using MonoMod;
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using MU3.Battle;
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using MU3.Game;
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using MU3.Notes;
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using MU3.Util;
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using System;
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using System.Collections;
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using System.Reflection;
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using UnityEngine;
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namespace MU3.Sequence;
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class patch_PlayMusic: PlayMusic {
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private static readonly TimeSpan HOLD_DURATION = TimeSpan.FromSeconds(0.67f);
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private static readonly TimeSpan ROLL_DURATION = TimeSpan.FromSeconds(0.5f);
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[MonoModIgnore]
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private patch_NotesManager ntMgr => null;
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private GameEngine _gameEngine;
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private SessionInfo _sessionInfo;
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private bool _isForceEndBattle;
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private bool _isRolling;
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private bool _isHoldingAck;
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private DateTime _holdingStartTime;
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[MonoModIgnore]
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private extern bool isPartyPlay();
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private extern void orig_Execute_Play();
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private void Execute_Play() {
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if(isPartyPlay() || _sessionInfo.isTutorial) {
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orig_Execute_Play();
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return;
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}
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if(_isRolling) {
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return;
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}
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if(Singleton<UIInput>.instance.getTriggerOn(UIInput.Key.MenuLeft) || Singleton<UIInput>.instance.getTriggerOn(UIInput.Key.MenuRight)) {
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_holdingStartTime = CustomDateTime.Now;
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_isHoldingAck = true;
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}
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if(_isHoldingAck && (Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuLeft) || Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight))) {
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if(CustomDateTime.Now - _holdingStartTime > HOLD_DURATION) {
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if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight)) {
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restartPlay(shouldRoll: true);
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} else {
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skipPlay();
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}
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}
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} else {
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_isHoldingAck = false;
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}
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orig_Execute_Play();
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}
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private extern void orig_Execute_DispCombo();
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private void Execute_DispCombo() {
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orig_Execute_DispCombo();
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if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight) && ntMgr.retireResult != RetireResult.None && !isPartyPlay()) {
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restartPlay(shouldRoll: false);
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_gameEngine.battleUI.skipDispRetireResult();
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setNextState(EState.Play);
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}
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}
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private extern void orig_Execute_DispFinish();
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private void Execute_DispFinish() {
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orig_Execute_DispFinish();
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if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight) && ntMgr.retireResult != RetireResult.None && !isPartyPlay()) {
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ntMgr.stopPlay();
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ntMgr.setPause(false);
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_gameEngine.reset();
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Singleton<GameSound>.instance.gameBGM.stop();
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setNextState(EState.Init);
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}
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}
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private void restartPlay(bool shouldRoll) {
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_isHoldingAck = false;
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_gameEngine.destroyAllies();
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ntMgr.forceRecover(recover: 100);
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Singleton<GameSound>.instance.gameBGM.stop();
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if(shouldRoll) {
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_isRolling = true;
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_gameEngine.StartCoroutine(roll());
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} else {
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finishRestart();
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}
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}
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private void finishRestart() {
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_isForceEndBattle = false;
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ntMgr.stopPlay();
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ntMgr.setPause(false);
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ntMgr.reset();
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// This has to go first or otherwise enemies will shrink
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_gameEngine.createPlayers();
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_gameEngine.counters.reset();
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_gameEngine.enemyManager.destroy();
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ntMgr.reloadScore(_gameEngine.IsStageDazzling);
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_gameEngine.battleReward.initialize(_sessionInfo);
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_gameEngine.enemyManager.initialize();
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_gameEngine.reset();
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ntMgr.startPlay(0.0f);
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ntMgr.led.setGameColor(true);
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Singleton<GameSound>.instance.gameBGM.playMusic(_sessionInfo.musicData, 0);
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}
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private IEnumerator roll() {
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static float fadeOut(float progress, float min, float max)
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=> min + (max - min) * (1f - Mathf.Pow(1f - progress, 2f));
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static float fadeIn(float progress, float min, float max)
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=> min + (max - min) * Mathf.Pow(progress, 2f);
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FieldInfo fi = typeof(Player).GetField("_object", BindingFlags.Instance | BindingFlags.NonPublic);
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var po = (PlayerObject)fi.GetValue(_gameEngine.player);
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var control = (patch_PlayerControl)po.control;
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po.leaveField();
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var enemyPos = ntMgr.getEnemyPos();
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var playerPos = control._playPosition;
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var finalRollingFrame = ntMgr.getCurrentFrame();
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var rollingStartTime = CustomDateTime.Now;
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while(_isRolling) {
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TimeSpan timeSpan = CustomDateTime.Now - rollingStartTime;
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if(timeSpan <= ROLL_DURATION) {
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float frame = (float)(timeSpan.TotalMilliseconds / ROLL_DURATION.TotalMilliseconds);
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float num1 = fadeOut(frame, 0f, 1f);
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float num2 = fadeIn(frame, 0f, 1f);
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ntMgr.setFrameForce(finalRollingFrame * (1f - num1));
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ntMgr.EnemyPositionForce = new Vector3(enemyPos.x, enemyPos.y + num2 * 215f, enemyPos.z + num2 * 1600f);
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control._playPosition = new Vector3(playerPos.x, playerPos.y, playerPos.z - num2 * 10f);
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} else {
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_isRolling = false;
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ntMgr.EnemyPositionForce = null;
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finishRestart();
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yield break;
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}
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yield return new WaitForEndOfFrame();
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}
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}
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private void skipPlay() {
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Singleton<Mod.State>.instance.SkipPlay = true;
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setNextState(EState.End);
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destroy();
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ntMgr.stopPlay();
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_gameEngine.destroyAllies();
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_gameEngine.finishGame();
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_gameEngine.playFinish();
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}
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} |