Пример #1
0
        public static void Prefix(ref LevelCompletionResults levelCompletionResults, ref IDifficultyBeatmap difficultyBeatmap, ref bool practice, ref bool newHighScore)
        {
#if DEBUG
            levelCompletionResults.SetField("levelEndStateType", LevelCompletionResults.LevelEndStateType.Cleared);
            practice     = false;
            newHighScore = true;
#endif
        }
Пример #2
0
 static void Postfix(ref LevelCompletionResults __result, LevelCompletionResults.LevelEndStateType levelEndStateType)
 {
     if ((ScoreSubmission.WasDisabled || ScoreSubmission.disabled || ScoreSubmission.prolongedDisable) && levelEndStateType == LevelCompletionResults.LevelEndStateType.Cleared)
     {
         Plugin.scenesTransitionSetupData.Get <GameplayCoreSceneSetupData>().SetField("practiceSettings", new PracticeSettings());
         Plugin.scenesTransitionSetupData = null;
         __result.SetField("rawScore", -__result.rawScore);
     }
 }
Пример #3
0
        static void Postfix(ref LevelCompletionResults __result, LevelCompletionResults.LevelEndStateType levelEndStateType)
        {
            if ((ScoreSubmission.WasDisabled || ScoreSubmission.disabled || ScoreSubmission.prolongedDisable) && levelEndStateType == LevelCompletionResults.LevelEndStateType.Cleared && Plugin.scenesTransitionSetupData != null)
            {
                var gameplayCoreSceneSetupData = GameplayCoreSceneSetupDataAccessor(ref Plugin.scenesTransitionSetupData).OfType <GameplayCoreSceneSetupData>().FirstOrDefault();
                if (gameplayCoreSceneSetupData != null)
                {
                    PracticeSettingsAccessor(ref gameplayCoreSceneSetupData) = new PracticeSettings();
                }

                Plugin.scenesTransitionSetupData = null;
                __result.SetField("multipliedScore", -__result.multipliedScore);
            }
        }