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Document Harmony Patches
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@@ -6,10 +6,31 @@ using UnityEngine.UI;
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namespace ADOFAIRenderer.Patch.Game;
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/// <summary>
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/// Replaces the game's status text (normally "Autoplay", "Auto tile" or "Debug Mode") with the render status.
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/// <para>
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/// Patched member: <c>scrShowIfDebug.Update()</c>, which each frame sets its UI <c>Text</c> (<c>txt</c>) to the autoplay /
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/// auto-tile / debug label or hides it (no-HUD modes, recording mode), in <c>defaultColor</c> (green) or orange for auto tiles.
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/// </para>
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/// <para>
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/// Active while <see cref="RenderManager.IsActive"/> (stage >= OnScene). The postfix overwrites whatever the original set,
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/// every frame, so the text is shown even in the game's no-HUD modes.
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/// </para>
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/// </summary>
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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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/// <summary>
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/// Postfix of <c>scrShowIfDebug.Update</c>. Shows, in the default (green) color:
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/// <list type="bullet">
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/// <item>"Render in Ns.." during the countdown (N = <c>RenderManager.countdown</c>, seconds), otherwise "Render";</item>
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/// <item>after the end condition is met (<c>endFrame</c> != -1), a second line "Waiting for X.Xs.." with the remaining
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/// part of <c>DelayAfterEnd</c> in render seconds ((frameCount - endFrame) / RenderFPS elapsed), clamped at 0.</item>
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/// </list>
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/// </summary>
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/// <param name="___txt">Private field <c>txt</c>: the status Text component.</param>
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/// <param name="___defaultColor">Private field <c>defaultColor</c>: the game's status text color.</param>
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[HarmonyPostfix]
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[HarmonyPatch("Update")]
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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