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Refactor and Reorganize Patch Structure and Namespaces
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using System.Diagnostics.CodeAnalysis;
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using ADOFAIRenderer.Core;
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using HarmonyLib;
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using UnityEngine;
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using UnityEngine.UI;
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namespace ADOFAIRenderer.Patch.Game
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{
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[HarmonyPatch(typeof(scrShowIfDebug))]
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// ReSharper disable once InconsistentNaming
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public static class scrShowIfDebugPatch
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{
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[HarmonyPostfix]
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[HarmonyPatch("Update")]
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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private static void IgnoreInput(Text ___txt, Color ___defaultColor)
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{
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if (!RenderManager.IsActive) return;
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___txt.text = "Render";
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if (RenderManager.Instance)
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{
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if (RenderManager.Instance.countdown > 0) ___txt.text = $"Render in {RenderManager.Instance.countdown}s..";
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if (RenderManager.Instance.wonFrame != -1)
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{
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var elapsedFrames = RenderManager.Instance.frameCount - RenderManager.Instance.wonFrame;
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var remainingTime = RenderManager.Instance.Configuration.EndWaitTime - elapsedFrames / RenderManager.Instance.Configuration.TargetFPS;
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if (remainingTime < 0) remainingTime = 0;
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___txt.text += $"\nWaiting for {remainingTime:F1}s..";
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}
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}
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___txt.color = ___defaultColor;
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}
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}
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}
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