コード例 #1
0
        private static bool CreateMusicListPrefix(LevelEditor __instance, ref float ___numButtonsLoad)
        {
            List <string> trackList = new List <string> {
                "Home_Base_v2",
                "Level1_1",
                "Level1_2",
                "Level1_3",
                "Level2_1",
                "Level2_2",
                "Level2_3",
                "Level3_1",
                "Level3_2",
                "Level3_3",
                "Level4_1",
                "Level4_2",
                "Level4_3",
                "Level5_1",
                "Level5_2",
                "Level5_3",
                "Level6"
            };

            trackList.AddRange(CustomMusicManager.GetCustomMusic().Keys);
            __instance.ActivateLoadMenu();
            ___numButtonsLoad = trackList.Count;
            __instance.OpenObjectLoad(trackList);
            __instance.StartCoroutine(SetScrollBarPlacement(__instance));
            return(false);
        }
コード例 #2
0
        public void Awake()
        {
            var harmony = new Harmony(pluginGuid);

            RuntimePatcherUtils.RunPatchers(Logger, harmony, RuntimePatcherUtils.GetTypesInNamespace(Assembly.GetExecutingAssembly(), "SoR_Music_Loader.asm"));

            TrackConfigManager.AttachToScene();
            CustomMusicManager.AttachToScene();
        }
コード例 #3
0
 /// <summary>
 /// Same as Music, but asynchronous. Will call the callback once execution has finished.
 /// Can be used to minimize lag when loading tracks.
 /// </summary>
 ///
 /// <param name="trackName">
 /// DisplayName of the track, has to be unique. (preferably prefixed with your mod's name or acronym, eg `myMod_trackName`)
 /// </param>
 ///
 /// <param name="formatType">
 /// format of the file, e.g. MPEG for .mp3 or WAV for .wav files
 /// </param>
 ///
 /// <param name="filePath">
 /// The path to the music-file, either absolute or relative to `[...]/BepInEx/config/blazingtwist.sor.musicloader/`
 /// You can use either `/` or System.IO.Path.DirectorySeparatorChar for the path.
 /// </param>
 ///
 /// <param name="callback">
 /// optional callback. Called once execution is finished with MusicLoadResult and the final AudioClip (when MusicLoadResult == Success) or null otherwise
 /// </param>
 ///
 /// <returns>
 /// IEnumerator
 /// </returns>
 public static IEnumerator LoadMusicAsync(string trackName, AudioType formatType, string filePath, Action <MusicLoadResult, AudioClip> callback = null)
 {
     yield return(CustomMusicManager.AddMusicAsync(trackName, formatType, filePath, callback));
 }
コード例 #4
0
 /// <summary>
 /// Adds a track to the game
 /// can be used as an alternative to the LoadMusic/LoadMusicAsync methods if you want to load the file yourself or already have an AudioClip for other reasons
 /// </summary>
 ///
 /// <param name="trackName">
 /// DisplayName of the track, has to be unique. (preferably prefixed with your mod's name or acronym, eg `myMod_trackName`)
 /// </param>
 ///
 /// <param name="music">
 /// Non-Null AudioClip to play when loading the track
 /// </param>
 ///
 /// <returns>
 /// MusicLoadResult
 /// </returns>
 public static MusicLoadResult AddMusic(string trackName, AudioClip music)
 {
     return(CustomMusicManager.AddMusic(trackName, music));
 }
コード例 #5
0
 /// <summary>
 /// Loads and adds a track synchronously
 /// </summary>
 ///
 /// <param name="trackName">
 /// DisplayName of the track, has to be unique. (preferably prefixed with your mod's name or acronym, eg `myMod_trackName`)
 /// </param>
 ///
 /// <param name="formatType">
 /// format of the file, e.g. MPEG for .mp3 or WAV for .wav files
 /// </param>
 ///
 /// <param name="filePath">
 /// The path to the music-file, either absolute or relative to `[...]/BepInEx/config/blazingtwist.sor.musicloader/`
 /// You can use either `/` or System.IO.Path.DirectorySeparatorChar for the path.
 /// </param>
 ///
 /// <returns>
 /// A Tuple of MusicLoadResult and the final AudioClip (when MusicLoadResult == Success) or null otherwise
 /// </returns>
 public static (MusicLoadResult, AudioClip) LoadMusic(string trackName, AudioType formatType, string filePath)
 {
     return(CustomMusicManager.AddMusic(trackName, formatType, filePath));
 }