private void SwitchToNextMap() { if (nextSong == null || nextBeatmap == null || nextMapDiffInfo == null) { return; } if (BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData.playerSpecificSettings.environmentEffectsFilterDefaultPreset == EnvironmentEffectsFilterPreset.NoEffects) { nextBeatmap.SetField <BeatmapData, List <BeatmapEventData> >("_beatmapEventsData", new BeatmapEventData[0].ToList()); } AudioClip oldClip = GameObjects.songAudio.clip; TwitchPowers.ResetTimeSync(nextSong, 0f, nextSongInfo.songTimeOffset, 1f); TwitchPowers.ManuallySetNJSOffset(GameObjects.spawnController, nextMapDiffInfo.noteJumpMovementSpeed, nextMapDiffInfo.noteJumpStartBeatOffset, nextSongInfo.beatsPerMinute); // TwitchPowers.ClearCallbackItemDataList(callBackDataList); // DestroyNotes(); TwitchPowers.DestroyObjectsRaw(); TwitchPowers.ResetNoteCutSoundEffects(seManager); callbackController.SetField("_spawningStartTime", 0f); callbackController.SetNewBeatmapData(nextBeatmap); UpdatePauseMenu(); ClearSoundEffects(); //Destroying audio clip is actually bad idea // IPA.Utilities.Async.UnityMainThreadTaskScheduler.Factory.StartNew(() => { oldClip.UnloadAudioData(); AudioClip.Destroy(oldClip); }); Task.Run(PrepareNextSong); CheckIntroSkip(); ResetProgressUI(); }
private async void ReloadBeatmap() { string filePath = Path.Combine(_currentLevel.customLevelPath, _currentDiffBeatmap.beatmapFilename); string leveljson = File.ReadAllText(filePath); //Load new beatmapdata asynchronously BeatmapData newBeatmap = await _levelLoader.LoadBeatmapDataAsync(_currentLevel.customLevelPath, _currentDiffBeatmap.beatmapFilename, _currentLevel.standardLevelInfoSaveData, _cancelSource.Token); GameplayCoreSceneSetupData gameSetup = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData; EnvironmentEffectsFilterPreset environmentEffectsFilterPreset = ((BeatmapDifficulty)(Enum.Parse(typeof(BeatmapDifficulty), _currentDiffBeatmap.difficulty)) == BeatmapDifficulty.ExpertPlus) ? gameSetup.playerSpecificSettings.environmentEffectsFilterExpertPlusPreset : gameSetup.playerSpecificSettings.environmentEffectsFilterDefaultPreset; newBeatmap = (BeatmapData)BeatmapDataTransformHelper.CreateTransformedBeatmapData(newBeatmap, _currentLevel, gameSetup.gameplayModifiers, gameSetup.practiceSettings, gameSetup.playerSpecificSettings.leftHanded, environmentEffectsFilterPreset, gameSetup.environmentInfo.environmentIntensityReductionOptions); //Hotswap Beatmap ResetTimeSync(); DestroyObjects(); ResetNoteCutSoundEffects(); _callbackController.SetField("_spawningStartTime", _songStartTime); _callbackController.SetNewBeatmapData(newBeatmap); //Unpause if (_pauseController.GetField <bool>("_paused")) { CheckPracticePlugin(); _pauseController.HandlePauseMenuManagerDidPressContinueButton(); } _queuedLoad = false; }
private IEnumerator TransformMap() { yield return(new WaitForSecondsRealtime(0.01f)); if (BS_Utils.Plugin.LevelData.Mode == BS_Utils.Gameplay.Mode.Multiplayer) { yield break; } var config = Configuration.instance.ConfigurationData; // Set up for One Color if (config.OneColor && !config.NoArrowsRandom) { this.useLeft = (config.PlayMode == PlayMode.BeatSaber && config.UseLeftSaber) || (config.PlayMode == PlayMode.DarthMaul && config.UseLeftController) || (config.PlayMode == PlayMode.BeatSpear && config.UseLeftSpear); this.undesiredNoteType = this.useLeft ? ColorType.ColorB : ColorType.ColorA; } try { BeatmapObjectCallbackController callbackController = null; BeatmapData beatmapData = null; BeatmapObjectCallbackController[] callbackControllers = Resources.FindObjectsOfTypeAll <BeatmapObjectCallbackController>(); foreach (BeatmapObjectCallbackController cbc in callbackControllers) { if (cbc.GetField <BeatmapData>("_beatmapData") != null) { callbackController = cbc; beatmapData = callbackController.GetField <BeatmapData>("_beatmapData"); } } if (config.NoArrowsRandom) { // Transform the map to No Arrows Random using the ingame algorithm first AlternativePlay.Logger.Info($"Transforming NoArrowsRandom for song: {this.currentBeatmap.level.songName}"); var transformedBeatmap = BeatmapDataNoArrowsTransform.CreateTransformedData(beatmapData); callbackController.SetNewBeatmapData(transformedBeatmap); } // Transform every note this.TransformNotes(beatmapData); // Touch Notes speed detection is not handled here but in the HarmonyPatches } catch (Exception e) { AlternativePlay.Logger.Error($"Transforming Error: {this.currentBeatmap.level.songName}"); AlternativePlay.Logger.Error($"Error Message: {e.Message}"); AlternativePlay.Logger.Error($"Stack Trace: {e.StackTrace}"); } }
private IEnumerator TransformMap() { yield return(new WaitForSecondsRealtime(0.1f)); // Set up for One Color if (ConfigOptions.instance.OneColor && !ConfigOptions.instance.NoArrowsRandom) { this.useLeft = (ConfigOptions.instance.PlayMode == PlayMode.BeatSaber && ConfigOptions.instance.UseLeftSaber) || (ConfigOptions.instance.PlayMode == PlayMode.DarthMaul && ConfigOptions.instance.UseLeftController) || (ConfigOptions.instance.PlayMode == PlayMode.BeatSpear && ConfigOptions.instance.UseLeftSpear); this.undesiredNoteType = this.useLeft ? NoteType.NoteB : NoteType.NoteA; // Change the other saber to desired type Saber.SaberType desiredSaberType = this.useLeft ? Saber.SaberType.SaberA : Saber.SaberType.SaberB; var saberObject = new GameObject("SaberTypeObject").AddComponent <SaberTypeObject>(); saberObject.SetField("_saberType", desiredSaberType); var player = Resources.FindObjectsOfTypeAll <PlayerController>().FirstOrDefault(); Saber saberToSwap = this.useLeft ? player.rightSaber : player.leftSaber; saberToSwap.SetField("_saberType", saberObject); if (ConfigOptions.instance.RemoveOtherSaber && ConfigOptions.instance.PlayMode == PlayMode.BeatSaber) { // Hide the off color saber Saber saberToHide = ConfigOptions.instance.UseLeftSaber ? this.playerController.rightSaber : this.playerController.leftSaber; saberToHide.gameObject.SetActive(false); } } // Get the in memory beat map BeatmapObjectCallbackController callbackController = Resources.FindObjectsOfTypeAll <BeatmapObjectCallbackController>().First(); BeatmapData beatmapData = callbackController.GetField <BeatmapData>("_beatmapData"); if (ConfigOptions.instance.NoArrowsRandom) { // Transform the map to No Arrows Random using the ingame algorithm first Logging.Info($"Transforming NoArrowsRandom for song: {this.currentBeatmap.level.songName}"); var transformedBeatmap = BeatmapDataNoArrowsTransform.CreateTransformedData(beatmapData, true); callbackController.SetNewBeatmapData(transformedBeatmap); } // Transform every note var allNoteObjects = beatmapData.beatmapLinesData .SelectMany(line => line.beatmapObjectsData) .Where(objectData => objectData.beatmapObjectType == BeatmapObjectType.Note) .ToList(); allNoteObjects.ForEach(beatmapObject => { var note = beatmapObject as NoteData; // Transform for NoArrows or TouchNotes here but do not if NoArrowsRandom was already applied if ((ConfigOptions.instance.NoArrows || ConfigOptions.instance.TouchNotes) && !ConfigOptions.instance.NoArrowsRandom) { note.SetNoteToAnyCutDirection(); } // Transform for One Color if this is the other note type if (ConfigOptions.instance.OneColor && note.noteType == undesiredNoteType) { note.SwitchNoteType(); } }); // Touch Notes speed detection is not handled here but in the HarmonyPatches }
private IEnumerator TransformMap() { yield return(new WaitForSecondsRealtime(0.1f)); var config = Configuration.instance.ConfigurationData; // Set up for One Color if (config.OneColor && !config.NoArrowsRandom) { this.useLeft = (config.PlayMode == PlayMode.BeatSaber && config.UseLeftSaber) || (config.PlayMode == PlayMode.DarthMaul && config.UseLeftController) || (config.PlayMode == PlayMode.BeatSpear && config.UseLeftSpear); this.undesiredNoteType = this.useLeft ? ColorType.ColorB : ColorType.ColorA; // Change the other saber to desired type SaberType desiredSaberType = this.useLeft ? SaberType.SaberA : SaberType.SaberB; var saberObject = new GameObject("SaberTypeObject").AddComponent <SaberTypeObject>(); saberObject.SetField("_saberType", desiredSaberType); var player = Resources.FindObjectsOfTypeAll <SaberManager>().FirstOrDefault(); Saber saberToSwap = this.useLeft ? player.rightSaber : player.leftSaber; saberToSwap.SetField("_saberType", saberObject); } try { BeatmapObjectCallbackController callbackController = null; BeatmapData beatmapData = null; BeatmapObjectCallbackController[] callbackControllers = Resources.FindObjectsOfTypeAll <BeatmapObjectCallbackController>(); foreach (BeatmapObjectCallbackController cbc in callbackControllers) { if (cbc.GetField <BeatmapData>("_beatmapData") != null) { callbackController = cbc; beatmapData = callbackController.GetField <BeatmapData>("_beatmapData"); } } //BeatmapObjectCallbackController callbackController = Resources.FindObjectsOfTypeAll<BeatmapObjectCallbackController>().FirstOrDefault(); // BeatmapData beatmapData = callbackController.GetField<BeatmapData>("_beatmapData"); if (config.NoArrowsRandom) { // Transform the map to No Arrows Random using the ingame algorithm first AlternativePlay.Logger.Info($"Transforming NoArrowsRandom for song: {this.currentBeatmap.level.songName}"); var transformedBeatmap = BeatmapDataNoArrowsTransform.CreateTransformedData(beatmapData); callbackController.SetNewBeatmapData(transformedBeatmap); } // Transform every note var allNoteObjects = beatmapData.beatmapLinesData .SelectMany(line => line.beatmapObjectsData) .Where(objectData => objectData.beatmapObjectType == BeatmapObjectType.Note) .ToList(); allNoteObjects.ForEach(beatmapObject => { var note = beatmapObject as NoteData; // Transform for NoArrows or TouchNotes here but do not if NoArrowsRandom was already applied if ((config.NoArrows || config.TouchNotes) && !config.NoArrowsRandom) { note.SetNoteToAnyCutDirection(); } // Transform for One Color if this is the other note type if (config.OneColor && note.colorType == this.undesiredNoteType) { note.SwitchNoteColorType(); } }); // Touch Notes speed detection is not handled here but in the HarmonyPatches } catch { AlternativePlay.Logger.Info($"Transforming Error: {this.currentBeatmap.level.songName}"); } // Touch Notes speed detection is not handled here but in the HarmonyPatches }