Fix Random Seed Parsing and Assignment to RenderSettings in RenderButton

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copecone committed 2026-05-30 23:35:56 +09:00
1 parent f4062912a0
commit 6ca0e5f6e1
2 files changed
+23 -4

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@@ -10,6 +10,7 @@ using ADOFAIRenderer.Util.FFmpeg;
using MelonLoader;
using MelonLoader.Utils;
using UnityEngine;
using Random = UnityEngine.Random;
using ThreadPriority = System.Threading.ThreadPriority;
namespace ADOFAIRenderer.Core
@@ -63,8 +64,9 @@ namespace ADOFAIRenderer.Core
public string Codec;
public double EndWaitTime;
public bool ShowHitText;
public int? RandomSeed;
public RenderSettings(double targetFPS, double videoFPS, int renderWidth, int renderHeight, int bitrate, string codec, double endWaitTime, bool showHitText)
public RenderSettings(double targetFPS, double videoFPS, int renderWidth, int renderHeight, int bitrate, string codec, double endWaitTime, bool showHitText, int? randomSeed)
{
TargetFPS = targetFPS;
VideoFPS = videoFPS;
@@ -76,6 +78,8 @@ namespace ADOFAIRenderer.Core
Codec = codec;
EndWaitTime = endWaitTime;
ShowHitText = showHitText;
RandomSeed = randomSeed;
}
}
@@ -348,6 +352,7 @@ namespace ADOFAIRenderer.Core
GCS.nextSpeedRun = 1;
GCS.customLevelIndex = 0;
if (Configuration.RandomSeed.HasValue) Random.InitState(Configuration.RandomSeed.Value);
ADOBase.loader.LoadSceneWithTransition(WipeDirection.StartsFromRight, "scnGame");
skipPressToStart = true;
_renderSetup = true;