Files
ADOFAIRenderer/Patch/Game/PersistencePatch.cs
T
2026-10-15 16:17:13 +09:00

63 lines
3.2 KiB
C#

using ADOFAIRenderer.Core;
using HarmonyLib;
namespace ADOFAIRenderer.Patch.Game;
/// <summary>
/// Overrides two player settings read from <c>Persistence</c> during a render: the "skip intro" option and the planet colors.
/// </summary>
[HarmonyPatch(typeof(Persistence))]
public static class PersistencePatch
{
/// <summary>
/// Postfix of the <c>Persistence.skipIntroBehavior</c> getter (setting values Off / AfterFirstTry / Always).
/// <para>
/// <c>scrConductor.StartMusicCo</c> reads this setting when the song is scheduled and, for AfterFirstTry (after a death) or
/// Always (long intro, no checkpoint), sets <c>skipOffset</c>, which moves <c>dspTimeSong</c> back by the level offset and
/// starts the song part-way in. While <see cref="RenderManager.IsActive"/> (stage &gt;= OnScene) and the song has not
/// started yet (<c>scrConductor.hasSongStarted</c> false), the getter returns Off, so <c>skipOffset</c> stays false and the
/// song always plays from its start. The mod's offline BGM mixing, spectrum and video background timing assume this.
/// </para>
/// </summary>
/// <param name="__result">Value returned by the getter; replaced with <c>SkipIntroBehavior.Off</c> under the conditions above.</param>
[HarmonyPostfix]
[HarmonyPatch("skipIntroBehavior", MethodType.Getter)]
// ReSharper disable once InconsistentNaming
public static void LockSkipIntroBehavior(ref SkipIntroBehavior __result)
{
if (RenderManager.IsActive &&
scrConductor.instance != null &&
!scrConductor.instance.hasSongStarted)
{
__result = SkipIntroBehavior.Off;
}
}
/// <summary>
/// Postfix of <c>Persistence.GetPlayerColor(bool red)</c>, which returns the player's saved planet color
/// (preset name or hex color from the general preferences; default red/blue otherwise). <c>PlanetRenderer</c> uses it to
/// color the fire (red) and ice (blue) planets.
/// <para>
/// Active from stage Load (render started, scene loading) until the stage returns to None. When the render configuration
/// sets <c>AdvancedConfig.firePlanetColor</c> (red) or <c>AdvancedConfig.icePlanetColor</c> (blue), that color replaces the
/// saved color; an unset (null) override keeps the game value. The saved preference itself is not changed.
/// </para>
/// </summary>
/// <param name="red">True for the fire (red) planet, false for the ice (blue) planet.</param>
/// <param name="__result">Color returned by the game; replaced by the configured override when set.</param>
[HarmonyPostfix]
[HarmonyPatch("GetPlayerColor")]
// ReSharper disable once InconsistentNaming
public static void OverridePlayerColor(bool red, ref PlanetColor __result)
{
if (!RenderManager.Instance || RenderManager.Instance.stage == RenderStage.None) return;
var advConf = RenderManager.Instance.Configuration.AdvancedConfig;
__result = red switch
{
true when advConf.firePlanetColor.HasValue => new PlanetColor(advConf.firePlanetColor.Value),
false when advConf.icePlanetColor.HasValue => new PlanetColor(advConf.icePlanetColor.Value),
_ => __result
};
}
}