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.vs | ||
bin | ||
obj | ||
*.sln |
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<Project Sdk="Microsoft.NET.Sdk"> | ||
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<PropertyGroup> | ||
<TargetFramework>net6.0</TargetFramework> | ||
<ImplicitUsings>enable</ImplicitUsings> | ||
<Nullable>disable</Nullable> | ||
<GenerateAssemblyInfo>false</GenerateAssemblyInfo> | ||
</PropertyGroup> | ||
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<Target Name="CopyDLLs" AfterTargets="Build"> | ||
<Copy SourceFiles="$(TargetDir)$(ProjectName).dll" DestinationFolder="$(MD_NET6_DIRECTORY)\Mods" /> | ||
<Message Text="Copied DLL -> $(MD_NET6_DIRECTORY)\Mods\$(ProjectName).dll" Importance="High" /> | ||
</Target> | ||
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<ItemGroup> | ||
<Reference Include="0Harmony"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\net6\0Harmony.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Assembly-CSharp"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\Assembly-CSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Il2CppInterop.Runtime"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\net6\Il2CppInterop.Runtime.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Il2Cppmscorlib"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\Il2Cppmscorlib.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Il2CppSystem"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\Il2CppSystem.dll</HintPath> | ||
</Reference> | ||
<Reference Include="MelonLoader"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\net6\MelonLoader.dll</HintPath> | ||
</Reference> | ||
<Reference Include="UnityEngine.CoreModule"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\UnityEngine.CoreModule.dll</HintPath> | ||
</Reference> | ||
<Reference Include="UnityEngine.AnimationModule"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\UnityEngine.AnimationModule.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Il2Cppspine-unity"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\Il2Cppspine-unity.dll</HintPath> | ||
</Reference> | ||
<Reference Include="UnityEngine.UI"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\UnityEngine.UI.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Il2CppSirenix.Serialization"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\Il2CppSirenix.Serialization.dll</HintPath> | ||
</Reference> | ||
<Reference Include="UnityEngine.ParticleSystemModule"> | ||
<HintPath>$(MD_NET6_DIRECTORY)\MelonLoader\Il2CppAssemblies\UnityEngine.ParticleSystemModule.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
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</Project> |
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using MelonLoader; | ||
using static FadeIn.ModManager; | ||
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namespace FadeIn | ||
{ | ||
public class Main : MelonMod | ||
{ | ||
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public override void OnInitializeMelon() | ||
{ | ||
base.OnInitializeMelon(); | ||
Enabled = false; | ||
LoggerInstance.Msg("FadeIn has loaded correctly!"); | ||
} | ||
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public override void OnSceneWasLoaded(int buildIndex, string sceneName) | ||
{ | ||
battleScene = sceneName == "GameMain"; | ||
if (!battleScene) | ||
{ | ||
OnSceneWasLoadedFunc(); | ||
} | ||
} | ||
public override void OnUpdate() | ||
{ | ||
if (!battleScene) return; | ||
OnUpdateFunc(); | ||
} | ||
} | ||
} |
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using Il2CppAssets.Scripts.PeroTools.Commons; | ||
using Il2CppFormulaBase; | ||
using Il2CppSpine; | ||
using Il2CppSpine.Unity; | ||
using System.Collections.Concurrent; | ||
using UnityEngine; | ||
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namespace FadeIn | ||
{ | ||
internal static class ModManager | ||
{ | ||
internal static bool _enabled; | ||
public static bool Enabled | ||
{ | ||
get { return _enabled; } | ||
set | ||
{ | ||
_enabled = value; | ||
if (_enabled) | ||
{ | ||
OnSceneWasLoadedFunc = ClearSceneElements; | ||
EnableVisiblePatch = EnqueueSkeleton; | ||
OnUpdateFunc = UpdateQueueElements; | ||
} | ||
else | ||
{ | ||
OnSceneWasLoadedFunc = () => { }; | ||
EnableVisiblePatch = (_) => { }; | ||
OnUpdateFunc = () => { }; | ||
} | ||
} | ||
} | ||
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public static GameObject FadeToggle = null; | ||
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public static bool battleScene = false; | ||
public static readonly ConcurrentQueue<Skeleton> enemiesSkeletons = new(); | ||
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internal delegate void OnSceneWasLoadedFuncType(); | ||
public static OnSceneWasLoadedFuncType OnSceneWasLoadedFunc; | ||
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internal delegate void EnableVisiblePatchFuncType(GameObject beoc); | ||
public static EnableVisiblePatchFuncType EnableVisiblePatch; | ||
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internal delegate void OnUpdateFuncType(); | ||
public static OnUpdateFuncType OnUpdateFunc; | ||
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public static readonly float frequency = 1f / Time.fixedDeltaTime; | ||
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internal static void ClearSceneElements() | ||
{ | ||
enemiesSkeletons.Clear(); | ||
} | ||
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internal static void EnqueueSkeleton(GameObject beoc) | ||
{ | ||
Skeleton currentEnemySkeleton = beoc.GetComponent<SkeletonAnimation>().skeleton; | ||
currentEnemySkeleton.a = 0.7f; | ||
enemiesSkeletons.Enqueue(currentEnemySkeleton); | ||
// Check airmusicnodecontroller for note particles | ||
} | ||
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internal static void UpdateQueueElements() | ||
{ | ||
StageBattleComponent sbc = Singleton<StageBattleComponent>.instance; | ||
if ((!sbc?.isInGame ?? true) || (sbc?.isPause ?? true)) return; | ||
float delta = 0.01f * frequency * Time.deltaTime; | ||
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foreach (Skeleton skeleton in enemiesSkeletons) | ||
{ | ||
skeleton.a -= delta; | ||
if (skeleton.a <= 0) | ||
{ | ||
skeleton.a = 0f; | ||
enemiesSkeletons.TryDequeue(out _); | ||
} | ||
} | ||
} | ||
} | ||
} |
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using HarmonyLib; | ||
using Il2Cpp; | ||
using static FadeIn.ModManager; | ||
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namespace FadeIn.Patches | ||
{ | ||
[HarmonyPatch(typeof(BaseEnemyObjectController))] | ||
internal static class GetVisibleEnemiesPatch | ||
{ | ||
[HarmonyPostfix] | ||
[HarmonyPatch(nameof(BaseEnemyObjectController.EnableVisible))] | ||
public static void PostfixBEOC(BaseEnemyObjectController __instance) | ||
{ | ||
EnableVisiblePatch(__instance.gameObject); | ||
} | ||
} | ||
} |
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using HarmonyLib; | ||
using Il2Cpp; | ||
using Il2CppAssets.Scripts.PeroTools.Nice.Events; | ||
using UnityEngine; | ||
using UnityEngine.Events; | ||
using UnityEngine.UI; | ||
using static FadeIn.ModManager; | ||
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namespace FadeIn.Patches | ||
{ | ||
[HarmonyPatch(typeof(PnlPreparation))] | ||
internal static class TogglePatch | ||
{ | ||
[HarmonyPostfix] | ||
[HarmonyPatch(nameof(PnlPreparation.Awake))] | ||
public static void Postfix(PnlPreparation __instance) | ||
{ | ||
if (FadeToggle != null) return; | ||
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FadeToggle = UnityEngine.Object.Instantiate( | ||
GameObject.Find("Forward").transform.Find("PnlVolume").Find("LogoSetting").Find("Toggles").Find("TglOn").gameObject, | ||
__instance.startButton.transform | ||
); | ||
FadeToggle.name = "FadeToggle"; | ||
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Text txt = FadeToggle.transform.Find("Txt").GetComponent<Text>(); | ||
Image checkBox = FadeToggle.transform.Find("Background").GetComponent<Image>(); | ||
Image checkMark = FadeToggle.transform.Find("Background").GetChild(0).GetComponent<Image>(); | ||
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FadeToggle.transform.position = new Vector3(-7.6f, -4.8f, 100f); | ||
FadeToggle.GetComponent<OnToggle>().enabled = false; | ||
FadeToggle.GetComponent<OnToggleOn>().enabled = false; | ||
FadeToggle.GetComponent<OnActivate>().enabled = false; | ||
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Toggle toggleComp = FadeToggle.GetComponent<Toggle>(); | ||
toggleComp.onValueChanged.AddListener((UnityAction<bool>) | ||
((bool val) => { Enabled = val; }) | ||
); | ||
toggleComp.group = null; | ||
toggleComp.SetIsOnWithoutNotify(Enabled); | ||
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txt.text = "Fade In"; | ||
txt.fontSize = 40; | ||
txt.color = new Color(1, 1, 1, 76 / 255f); | ||
RectTransform rect = txt.transform.Cast<RectTransform>(); | ||
Vector2 vect = rect.offsetMax; | ||
rect.offsetMax = new Vector2(txt.text.Length * 25, vect.y); | ||
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checkBox.color = new(60 / 255f, 40 / 255f, 111 / 255f); | ||
checkMark.color = new(103 / 255f, 93 / 255f, 130 / 255f); | ||
} | ||
} | ||
} |
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using MelonLoader; | ||
using System.Reflection; | ||
using Main = FadeIn.Main; | ||
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[assembly: MelonInfo(typeof(Main), "FadeIn", "0.1.0", "Asgragrt")] | ||
[assembly: MelonGame("PeroPeroGames", "MuseDash")] | ||
[assembly: MelonColor(255, 241, 196, 15)] | ||
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[assembly: AssemblyTitle("FadeIn")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyCompany("Muse Dash Modding Community")] | ||
[assembly: AssemblyProduct("FadeIn")] | ||
[assembly: AssemblyCopyright("Copyright © 2024")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |
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# Fade In | ||
POC difficulty increase mod for md. | ||
WIP. | ||
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### Features | ||
* Fade in incoming notes. | ||
* Toggle on music view menu to enable/disable the mod. | ||
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### Limitations | ||
* Fade only depending on the time the note is visible. (E.g. Boss attacks appear later in the screen so they do not manage to fade completely ). | ||
* Holds not working. ( Really hard lol ) ( Help ). | ||
* Music notes particles are still visible. | ||
* Hearts bonded with notes are visible. |