private void SceneManagerOnActiveSceneChanged(Scene arg0, Scene scene) { if (AreSongsLoading) { //Scene changing while songs are loading. Since we are using a separate thread while loading, this is bad and could cause a crash. //So we have to stop loading. if (_loadingTask != null) { _loadingTask.Cancel(); _loadingCancelled = true; AreSongsLoading = false; LoadingProgress = 0; StopAllCoroutines(); _progressBar.ShowMessage("Loading cancelled\n<size=80%>Press Ctrl+R to refresh</size>"); Log("Loading was cancelled by player since they loaded another scene."); } } StartCoroutine(WaitRemoveScores()); if (scene.buildIndex == 1) { _mainFlowCoordinator = Resources.FindObjectsOfTypeAll <MainFlowCoordinator>().FirstOrDefault(); _mainFlowCoordinator.SetPrivateField("_levelCollectionsForGameplayModes", _customLevelCollectionsForGameplayModes); _standardLevelDetailViewController = Resources.FindObjectsOfTypeAll <StandardLevelDetailViewController>().FirstOrDefault(); if (_standardLevelDetailViewController == null) { return; } _standardLevelDetailViewController.didPressPlayButtonEvent += StandardLevelDetailControllerOnDidPressPlayButtonEvent; var standardLevelListViewController = Resources.FindObjectsOfTypeAll <StandardLevelListViewController>().FirstOrDefault(); if (standardLevelListViewController == null) { return; } standardLevelListViewController.didSelectLevelEvent += StandardLevelListViewControllerOnDidSelectLevelEvent; } else if (scene.buildIndex == 5) { if (NoteHitVolumeChanger.PrefabFound) { return; } var mainGameData = Resources.FindObjectsOfTypeAll <MainGameSceneSetupData>().FirstOrDefault(); if (mainGameData == null) { return; } var level = mainGameData.difficultyLevel.level; var song = CustomLevels.FirstOrDefault(x => x.levelID == level.levelID); if (song == null) { return; } NoteHitVolumeChanger.SetVolume(song.customSongInfo.noteHitVolume, song.customSongInfo.noteMissVolume); } }
private void StandardLevelDetailControllerOnDidPressPlayButtonEvent(StandardLevelDetailViewController songDetailViewController) { if (!NoteHitVolumeChanger.PrefabFound) { return; } var level = songDetailViewController.difficultyLevel.level; var song = CustomLevels.FirstOrDefault(x => x.levelID == level.levelID); if (song == null) { return; } NoteHitVolumeChanger.SetVolume(song.customSongInfo.noteHitVolume, song.customSongInfo.noteMissVolume); }
private void OnSceneTransitioned(Scene activeScene) { GameObject.Destroy(GameObject.Find("SongLoader Color Setter")); customSongColors = IllusionPlugin.ModPrefs.GetBool("Songloader", "customSongColors", true, true); customSongPlatforms = IllusionPlugin.ModPrefs.GetBool("Songloader", "customSongPlatforms", true, true); if (AreSongsLoading) { //Scene changing while songs are loading. Since we are using a separate thread while loading, this is bad and could cause a crash. //So we have to stop loading. if (_loadingTask != null) { _loadingTask.Cancel(); _loadingCancelled = true; AreSongsLoading = false; LoadingProgress = 0; StopAllCoroutines(); _progressBar.ShowMessage("Loading cancelled\n<size=80%>Press Ctrl+R to refresh</size>"); Log("Loading was cancelled by player since they loaded another scene."); } } StartCoroutine(WaitRemoveScores()); if (activeScene.name == MenuSceneName) { CurrentLevelPlaying = null; if (CustomLevelCollectionSO == null) { var levelCollectionSO = Resources.FindObjectsOfTypeAll <LevelCollectionSO>().FirstOrDefault(); CustomLevelCollectionSO = CustomLevelCollectionSO.ReplaceOriginal(levelCollectionSO); } else { CustomLevelCollectionSO.ReplaceReferences(); } if (_standardLevelDetailViewController == null) { _standardLevelDetailViewController = Resources.FindObjectsOfTypeAll <StandardLevelDetailViewController>().FirstOrDefault(); if (_standardLevelDetailViewController == null) { return; } _standardLevelDetailViewController.didPressPlayButtonEvent += StandardLevelDetailControllerOnDidPressPlayButtonEvent; } if (_LevelListViewController == null) { _LevelListViewController = Resources.FindObjectsOfTypeAll <LevelListViewController>().FirstOrDefault(); if (_LevelListViewController == null) { return; } _LevelListViewController.didSelectLevelEvent += StandardLevelListViewControllerOnDidSelectLevelEvent; } if (_characteristicViewController == null) { _characteristicViewController = Resources.FindObjectsOfTypeAll <BeatmapCharacteristicSelectionViewController>().FirstOrDefault(); if (_characteristicViewController == null) { return; } _characteristicViewController.didSelectBeatmapCharacteristicEvent += OnDidSelectBeatmapCharacteristicEvent; } if (CustomPlatformsPresent) { CheckForPreviousPlatform(); } } else if (activeScene.name == GameSceneName) { _standardLevelSceneSetupData = Resources.FindObjectsOfTypeAll <StandardLevelSceneSetupDataSO>().FirstOrDefault(); if (_standardLevelSceneSetupData == null) { return; } var level = _standardLevelSceneSetupData.difficultyBeatmap; var beatmap = level as CustomLevel.CustomDifficultyBeatmap; if (beatmap != null) { CurrentLevelPlaying = beatmap; //The note jump movement speed now gets set in the Start method, so we're too early here. We have to wait a bit before overriding. Invoke(nameof(DelayedNoteJumpMovementSpeedFix), 0.1f); } if (NoteHitVolumeChanger.PrefabFound) { return; } var song = CustomLevels.FirstOrDefault(x => x.levelID == level.level.levelID); if (song == null) { return; } NoteHitVolumeChanger.SetVolume(song.customSongInfo.noteHitVolume, song.customSongInfo.noteMissVolume); //Set environment if the song has customEnvironment if (CustomPlatformsPresent) { CheckCustomSongEnvironment(song); } //Set enviroment colors for the song if it has song specific colors if (customSongColors) { song.SetSongColors(CurrentLevelPlaying.colorLeft, CurrentLevelPlaying.colorRight, CurrentLevelPlaying.hasCustomColors); } } }