void ReplaceControllers()
        {
            if (!Config.Instance.SpectatorMode || Client.Instance.inRadioMode)
            {
                return;
            }

            audioTimeSync = Resources.FindObjectsOfTypeAll <AudioTimeSyncController>().FirstOrDefault();

            _leftSaber      = Resources.FindObjectsOfTypeAll <Saber>().First(x => x.saberType == SaberType.SaberB);
            _leftController = _leftSaber.GetField <VRController, Saber>("_vrController").gameObject.AddComponent <OnlineVRController>();
            _leftSaber.SetField <Saber, VRController>("_vrController", _leftController);

            _rightSaber      = Resources.FindObjectsOfTypeAll <Saber>().First(x => x.saberType == SaberType.SaberA);
            _rightController = _rightSaber.GetField <VRController, Saber>("_vrController").gameObject.AddComponent <OnlineVRController>();
            _rightSaber.SetField <Saber, VRController>("_vrController", _rightController);

            Plugin.log.Info("Controllers replaced!");

            _scoreController = FindObjectOfType <ScoreController>();

#if DEBUG
            _scoreController.noteWasMissedEvent += _scoreController_noteWasMissedEvent;
            _scoreController.noteWasCutEvent    += _scoreController_noteWasCutEvent;
#endif

            Plugin.log.Info("Score controller found!");

            _energyCounter = FindObjectOfType <GameEnergyCounter>();

            Plugin.log.Info("Energy counter found!");
        }
Пример #2
0
        private void TransformToOneColor()
        {
            const string OneSaberModeName = "OneSaber";

            // Check for game mode and early exit on One Saber or NoArrows
            GameplayCoreSceneSetupData data = BS_Utils.Plugin.LevelData?.GameplayCoreSceneSetupData;
            var    beatmap        = data.difficultyBeatmap;
            string serializedName = beatmap.parentDifficultyBeatmapSet.beatmapCharacteristic.serializedName;

            if (serializedName == OneSaberModeName)
            {
                // Do not transform for One Saber or legitimate No Arrows mode
                Logging.Info($"No need to transform: {beatmap.level.songName} for spear as it is a One Saber map");
                return;
            }

            // Get the in memory beat map
            var gameplayCoreSceneSetup = Resources.FindObjectsOfTypeAll <GameplayCoreSceneSetup>().First();

            if (gameplayCoreSceneSetup == null)
            {
                return;
            }

            var dataModel   = gameplayCoreSceneSetup.GetField <BeatmapDataModel>("_beatmapDataModel");
            var beatmapData = dataModel.beatmapData;

            Logging.Info("Disabling submission on One Color No Arrows transformation");
            BS_Utils.Gameplay.ScoreSubmission.DisableSubmission(Plugin.assemblyName);

            // Transform the map to One Color and No Arrows
            NoteType undesiredNoteType = ConfigOptions.instance.LeftHanded ? NoteType.NoteB : NoteType.NoteA;

            foreach (BeatmapLineData line in beatmapData.beatmapLinesData)
            {
                var objects = line.beatmapObjectsData;
                foreach (BeatmapObjectData beatmapObject in objects)
                {
                    if (beatmapObject.beatmapObjectType == BeatmapObjectType.Note)
                    {
                        var note = beatmapObject as NoteData;
                        note.SetNoteToAnyCutDirection();

                        if (note.noteType == undesiredNoteType)
                        {
                            note.SwitchNoteType();
                        }
                    }
                }
            }

            // Change the other saber to desired type
            Saber.SaberType desiredSaberType = ConfigOptions.instance.LeftHanded ? 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 = ConfigOptions.instance.LeftHanded ? player.rightSaber : player.leftSaber;

            saberToSwap.SetField("_saberType", saberObject);
        }
Пример #3
0
        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
        }
Пример #4
0
        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
        }