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[+] Slide related visual feature (#81)
New Features: 1. Invert the Slide hierarchy 2. Slide Track shrinking animation Changes: 1. Improve the visual effect of Break-Slide judge blink 2. `DisableTrackStartTabs` now also hide user's best achievement
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Original file line number | Diff line number | Diff line change |
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using System; | ||
using System.Collections.Generic; | ||
using HarmonyLib; | ||
using Manager; | ||
using Monitor; | ||
using Monitor.Game; | ||
using Process; | ||
using UnityEngine; | ||
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namespace AquaMai.Visual; | ||
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public class SlideArrowAnimation | ||
{ | ||
private static List<SpriteRenderer> _animatingSpriteRenderers = []; | ||
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[HarmonyTranspiler] | ||
[HarmonyPatch(typeof(SlideRoot), "NoteCheck")] | ||
private static IEnumerable<CodeInstruction> GetUnVisibleColorHook(IEnumerable<CodeInstruction> instructions) | ||
{ | ||
var methodGetUnVisibleColor = AccessTools.Method(typeof(SlideRoot), "GetUnVisibleColor"); | ||
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var oldInstList = new List<CodeInstruction>(instructions); | ||
var newInstList = new List<CodeInstruction>(); | ||
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for (var i = 0; i < oldInstList.Count; i++) | ||
{ | ||
var inst = oldInstList[i]; | ||
if (inst.Calls(methodGetUnVisibleColor)) | ||
{ | ||
// 现在栈上应该有: SpriteRenderer, SlideRoot(this) | ||
// 这一条 IL 会消耗 this, 调用 GetUnVisibleColor(), 推一个 Color 到栈上 | ||
// 然后接下来的一条 IL 是调用 SpriteRenderer.color 的 setter 把 SpriteRenderer 和 Color 一起消耗掉 | ||
// 我们现在直接用一个 static method 消耗掉 SpriteRenderer 和 this | ||
// 所以要忽略当前 IL, 再忽略下一条 IL, 然后构造一个 Call | ||
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// ReSharper disable once ConvertClosureToMethodGroup | ||
var redirect = CodeInstruction.Call((SpriteRenderer r, SlideRoot s) => OnSlideArrowDisable(r, s)); | ||
newInstList.Add(redirect); | ||
i++; // 跳过下一条 IL | ||
} | ||
else | ||
{ | ||
newInstList.Add(inst); | ||
} | ||
} | ||
return newInstList; | ||
} | ||
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public static void OnSlideArrowDisable(SpriteRenderer renderer, SlideRoot slideRoot) | ||
{ | ||
_animatingSpriteRenderers.Add(renderer); | ||
} | ||
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[HarmonyPostfix] | ||
[HarmonyPatch(typeof(SlideRoot), "SetArrowObject")] | ||
private static void RemoveArrowAnimation(GameObject arrowobj) | ||
{ | ||
var spriteRenderer = arrowobj.GetComponent<SpriteRenderer>(); | ||
spriteRenderer.transform.localScale = Vector3.one; | ||
if (_animatingSpriteRenderers.Contains(spriteRenderer)) | ||
{ | ||
_animatingSpriteRenderers.Remove(spriteRenderer); | ||
} | ||
} | ||
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[HarmonyPostfix] | ||
[HarmonyPatch(typeof(SlideRoot), "SetBreakArrowObject")] | ||
private static void RemoveBreakArrowAnimation(GameObject breakArrowobj) | ||
{ | ||
var breakSlideObj = breakArrowobj.GetComponent<BreakSlide>(); | ||
breakSlideObj.SpriteRender.transform.localScale = Vector3.one; | ||
if (_animatingSpriteRenderers.Contains(breakSlideObj.SpriteRender)) | ||
{ | ||
_animatingSpriteRenderers.Remove(breakSlideObj.SpriteRender); | ||
} | ||
} | ||
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[HarmonyPostfix] | ||
[HarmonyPatch(typeof(GameCtrl), "UpdateNotes")] | ||
private static void OnGameCtrlUpdateNotesLast() | ||
{ | ||
for (var num = _animatingSpriteRenderers.Count - 1; num >= 0; num--) | ||
{ | ||
var spriteRenderer = _animatingSpriteRenderers[num]; | ||
if (spriteRenderer == null) | ||
{ | ||
_animatingSpriteRenderers.RemoveAt(num); | ||
} | ||
else | ||
{ | ||
var localScale = spriteRenderer.transform.localScale; | ||
var scale = localScale.y - NotesManager.GetAddMSec() / 150f; | ||
if (scale <= 0) | ||
{ | ||
spriteRenderer.transform.localScale = new Vector3(1f, 0f, 1f); | ||
spriteRenderer.color = new Color(1f, 1f, 1f, 0f); | ||
_animatingSpriteRenderers.RemoveAt(num); | ||
} | ||
else | ||
{ | ||
localScale.y = scale; | ||
spriteRenderer.color = new Color(1f, 1f, 1f, Mathf.Sqrt(scale)); | ||
spriteRenderer.transform.localScale = localScale; | ||
} | ||
} | ||
} | ||
} | ||
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[HarmonyPrefix] | ||
[HarmonyPatch(typeof(GameProcess), "SetRelease")] | ||
private static void OnBeforeGameProcessSetRelease() | ||
{ | ||
_animatingSpriteRenderers.Clear(); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,66 @@ | ||
using System.Collections.Generic; | ||
using HarmonyLib; | ||
using Monitor; | ||
using UnityEngine; | ||
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namespace AquaMai.Visual; | ||
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public class SlideLayerReverse | ||
{ | ||
[HarmonyPostfix] | ||
[HarmonyPatch(typeof(SlideRoot), "Initialize")] | ||
private static void CalcArrowLayer( | ||
bool ___BreakFlag, List<SpriteRenderer> ____spriteRenders, List<BreakSlide> ____breakSpriteRenders, | ||
int ___SlideIndex, int ____baseArrowSortingOrder | ||
) | ||
{ | ||
// 原本的 sortingOrder 是 -(SlideIndex + _baseArrowSortingOrder + index) | ||
// 令 orderBase = SlideIndex + _baseArrowSortingOrder | ||
// 分配给这条 slide 的 sortingOrder 范围是 -(orderBase + count - 1) ~ -(orderBase) | ||
// 现在要保留 slide 内部箭头顺序, 但使得 slide 间次序反转 | ||
// 范围会变成 orderBase ~ orderBase + count - 1 | ||
// 其中原本是 -(orderBase) 的箭头应该调整为 orderBase + count - 1 | ||
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var orderBase = ___SlideIndex + ____baseArrowSortingOrder; // SlideIndex + _baseArrowSortingOrder | ||
if (!___BreakFlag) | ||
{ | ||
var lastIdx = ____spriteRenders.Count - 1; | ||
for (var index = 0; index < ____spriteRenders.Count; index++) | ||
{ | ||
var renderer = ____spriteRenders[index]; | ||
renderer.sortingOrder = -32700 + orderBase + lastIdx - index; | ||
} | ||
} | ||
else | ||
{ | ||
var lastIdx = ____breakSpriteRenders.Count - 1; | ||
for (var index = 0; index < ____breakSpriteRenders.Count; index++) | ||
{ | ||
var breakSlide = ____breakSpriteRenders[index]; | ||
breakSlide.SetSortingOrder(-32700 + orderBase + lastIdx - index); | ||
} | ||
} | ||
} | ||
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[HarmonyPostfix] | ||
[HarmonyPatch(typeof(SlideFan), "Initialize")] | ||
private static void CalcFanArrowLayer( | ||
SpriteRenderer[] ____spriteLines, SpriteRenderer[] ____effectSprites, | ||
int ___SlideIndex, int ____baseArrowSortingOrder | ||
) | ||
{ | ||
var orderBase = ___SlideIndex + ____baseArrowSortingOrder; // SlideIndex + _baseArrowSortingOrder | ||
var lastIdx = ____spriteLines.Length - 1; | ||
for (var index = 0; index < ____spriteLines.Length; index++) | ||
{ | ||
var renderer = ____spriteLines[index]; | ||
renderer.sortingOrder = -32700 + orderBase + lastIdx - index; | ||
} | ||
lastIdx = ____effectSprites.Length - 1; | ||
for (var index = 0; index < ____effectSprites.Length; index++) | ||
{ | ||
var renderer = ____effectSprites[index]; | ||
renderer.sortingOrder = 1000 + orderBase + lastIdx - index; | ||
} | ||
} | ||
} |