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Copy pathpatch_AssetAssign.cs
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213 lines (177 loc) · 9.1 KB
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using MonoMod;
using MU3.Mod.Assets;
using Sxc.Unity;
using UnityEngine;
[MonoModIfFlag("BetterNotes")]
public class patch_AssetAssign : AssetAssign
{
[MonoModIgnore]
private NoteAssign _noteAssign;
private extern void orig_Awake();
private void LoadNotes(AssetBundle bundle)
{
// nt_tap_red.prefab
// nt_tap_grn.prefab
// nt_tap_blu.prefab
var tapRed = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_red.prefab");
var tapGreen = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_grn.prefab");
var tapBlue = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_blu.prefab");
var tapBlack = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_blk.prefab");
var tapWhite = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_wht.prefab");
var tapRedAlt = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_win.prefab");
var tapGreenAlt = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_ygr.prefab");
_noteAssign.tapRed = tapRed;
_noteAssign.tapGreen = tapGreen;
_noteAssign.tapBlue = tapBlue;
_noteAssign.tapBlack = tapBlack;
_noteAssign.tapWhite = tapWhite;
_noteAssign.tapRedAlt = tapRedAlt;
_noteAssign.tapGreenAlt = tapGreenAlt;
// nt_ex_red.prefab
// nt_ex_grn.prefab
// nt_ex_blu.prefab
var tapExRed = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_red.prefab");
var tapExGreen = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_grn.prefab");
var tapExBlue = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_blu.prefab");
var tapExRedAlt = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_win.prefab");
var tapExGreenAlt = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_ygr.prefab");
_noteAssign.crTapRed = tapExRed;
_noteAssign.crTapGreen = tapExGreen;
_noteAssign.crTapBlue = tapExBlue;
_noteAssign.crTapRedAlt = tapExRedAlt;
_noteAssign.crTapGreenAlt = tapExGreenAlt;
// nt_end_red.prefab
// nt_end_grn.prefab
// nt_end_blu.prefab
var holdEndRed = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_end_red.prefab");
var holdEndGreen = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_end_grn.prefab");
var holdEndBlue = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_end_blu.prefab");
_noteAssign.holdEndRed = holdEndRed;
_noteAssign.holdEndGreen = holdEndGreen;
_noteAssign.holdEndBlue = holdEndBlue;
_noteAssign.holdEndRedAlt = holdEndRed;
_noteAssign.holdEndGreenAlt = holdEndGreen;
// nt_tap_vio.prefab
// nt_tap_pur.prefab
var wallLeft = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_vio.prefab");
var wallRight = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_pur.prefab");
var wallBlack = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_sblk.prefab");
var wallWhite = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_tap_swht.prefab");
_noteAssign.sideTapViolet = wallLeft;
_noteAssign.sideTapPurple = wallRight;
_noteAssign.sideTapBlack = wallBlack;
_noteAssign.sideTapWhite = wallWhite;
// nt_ex_vio.prefab
// nt_ex_pur.prefab
var wallExLeft = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_vio.prefab");
var wallExRight = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_pur.prefab");
_noteAssign.sideCrTapViolet = wallExLeft;
_noteAssign.sideCrTapPurple = wallExRight;
// nt_hold_vio.prefab
// nt_hold_pur.prefab
var wallHoldLeft = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_hold_vio.prefab");
var wallHoldRight = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_hold_pur.prefab");
var wallHoldBlack = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_hold_blk.prefab");
var wallHoldWhite = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_hold_wht.prefab");
_noteAssign.sideHoldViolet = wallHoldLeft;
_noteAssign.sideHoldPurple = wallHoldRight;
_noteAssign.sideHoldBlack = wallHoldBlack;
_noteAssign.sideHoldWhite = wallHoldWhite;
// nt_exhold_vio.prefab
// nt_exhold_pur.prefab
var wallExHoldLeft = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_exhold_vio.prefab");
var wallExHoldRight = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_exhold_pur.prefab");
_noteAssign.sideCrHoldViolet = wallExHoldLeft;
_noteAssign.sideCrHoldPurple = wallExHoldRight;
// nt_holdend_vio.prefab
// nt_holdend_pur.prefab
var wallHoldEndLeft = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_holdend_vio.prefab");
var wallHoldEndRight = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_holdend_pur.prefab");
var holdEndBlack = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_end_blk.prefab");
var holdEndWhite = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_end_wht.prefab");
_noteAssign.sideHoldEndViolet = wallHoldEndLeft;
_noteAssign.sideHoldEndPurple = wallHoldEndRight;
_noteAssign.sideHoldEndBlack = holdEndBlack;
_noteAssign.sideHoldEndWhite = holdEndWhite;
var flick = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_flick.prefab");
var flickEx = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_ex_flick.prefab");
_noteAssign.flick = flick;
_noteAssign.crFlick = flickEx;
var mineRed = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_mine_red.prefab");
var minePurple = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_mine_pur.prefab");
_noteAssign.shellNormal = mineRed;
_noteAssign.shellHard = minePurple;
var mineNeedleRed = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_mineneedle2_red.prefab");
var mineNeedlePurple = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_mineneedle2_pur.prefab");
var mineNeedleBlack = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_mineneedle2_blk.prefab");
_noteAssign.needleNormal = mineNeedleRed;
_noteAssign.needleHard = mineNeedlePurple;
_noteAssign.needleDanger = mineNeedleBlack;
var mineRectRed = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_minerect2_red.prefab");
var mineRectPurple = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_minerect2_pur.prefab");
var mineRectBlack = bundle.LoadAsset<GameObject>("Assets/GameObject/nt_minerect2_blk.prefab");
_noteAssign.rectNormal = mineRectRed;
_noteAssign.rectHard = mineRectPurple;
_noteAssign.rectDanger = mineRectBlack;
// var groundNotes = new GameObject[]
// {
// tapRed, tapGreen, tapBlue, tapBlack, tapWhite,
// tapRedAlt, tapGreenAlt,
// tapExRed, tapExGreen, tapExBlue, tapExRedAlt, tapExGreenAlt,
// holdEndRed, holdEndGreen, holdEndBlue, wallHoldEndLeft, wallHoldEndRight
// };
//
// var notesUnlit = bundle.LoadAsset<Material>("Assets/Material/NotesUnlit.mat");
//
// foreach (var groundNote in groundNotes)
// {
// foreach (var renderer in groundNote.GetComponentsInChildren<Renderer>())
// {
// if (renderer.gameObject.name != "color") continue;
// renderer.sharedMaterial = notesUnlit;
// break;
// }
// }
//
// var wallNotes = new GameObject[]
// {
// wallLeft, wallRight, wallBlack, wallWhite,
// wallExLeft, wallExRight,
// wallHoldLeft, wallHoldRight, wallHoldBlack, wallHoldWhite,
// wallExHoldLeft, wallExHoldRight
// };
}
private new void Awake()
{
var bundle = AssetBundle.LoadFromMemory(NoteOptimizationBundle.Data);
if (bundle != null)
{
LoadNotes(bundle);
}
else
{
Debug.LogError("Failed to load note optimization asset bundle!");
}
bundle.Unload(false);
orig_Awake();
#if ENABLE_PROFILER
// Validate that all note assigns resolved to a prefab.
ValidateNoteAssigns();
// Attach batch debug tool — press F6 to dump report.
gameObject.AddComponent<MU3.Notes.BatchDebug>();
#endif
}
private void ValidateNoteAssigns()
{
var assigns = note.assigns;
var names = System.Enum.GetNames(typeof(Note.Type));
for (var i = 0; i < assigns.Length; i++)
{
var name = i < names.Length ? names[i] : i.ToString();
if (assigns[i] == null)
Debug.LogError($"[NoteOpt] note.assigns[{i}] ({name}) is NULL!");
else
Debug.Log($"[NoteOpt] note.assigns[{i}] ({name}) = {assigns[i].name}");
}
}
}