forked from nikita/muzika-gromche
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a69e46c6a3
...
787f15944a
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@ -15,12 +15,6 @@
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<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*"/>
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<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*"/>
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||||||
<PackageReference Include="UnityEngine.Modules" Version="2022.3.9" IncludeAssets="compile"/>
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<PackageReference Include="UnityEngine.Modules" Version="2022.3.9" IncludeAssets="compile"/>
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||||||
<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all" />
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<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all" />
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<!--
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Publicize internal methods, so we could generate config entries for tracks at runtime instead
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of generating code at compile time. See https://github.com/lc-sigurd/CSync/issues/11
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-->
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<PackageReference Include="Sigurd.BepInEx.CSync" Version="5.0.1" Publicize="true" />
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||||||
<PackageReference Include="AinaVT-LethalConfig" Version="1.4.6" />
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</ItemGroup>
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</ItemGroup>
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||||||
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||||||
<ItemGroup>
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<ItemGroup>
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||||||
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@ -4,12 +4,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Security.Cryptography;
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using System.Security.Cryptography;
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using BepInEx;
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using BepInEx;
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using BepInEx.Configuration;
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using CSync.Extensions;
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using CSync.Lib;
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using LethalConfig;
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using LethalConfig.ConfigItems;
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using LethalConfig.ConfigItems.Options;
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using HarmonyLib;
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using HarmonyLib;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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@ -17,79 +11,65 @@ using UnityEngine.Networking;
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namespace MuzikaGromche
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namespace MuzikaGromche
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{
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{
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[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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[BepInDependency("com.sigurd.csync", "5.0.1")]
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[BepInDependency("ainavt.lc.lethalconfig", "1.4.6")]
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public class Plugin : BaseUnityPlugin
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public class Plugin : BaseUnityPlugin
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{
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{
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internal new static Config Config { get; private set; } = null;
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public static Track[] Tracks = [
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public static Track[] Tracks = [
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new Track
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new Track
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{
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{
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Name = "MuzikaGromche",
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Name = "MuzikaGromche",
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Language = Language.RUSSIAN,
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WindUpTimer = 46.3f,
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WindUpTimer = 46.3f,
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Bars = 8,
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Bpm = 130f,
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},
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},
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new Track
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new Track
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{
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{
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Name = "VseVZale",
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Name = "VseVZale",
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Language = Language.RUSSIAN,
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WindUpTimer = 39f,
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WindUpTimer = 39f,
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Bars = 8
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Bpm = 138f,
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},
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},
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new Track
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new Track
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{
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{
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Name = "DeployDestroy",
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Name = "DeployDestroy",
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Language = Language.RUSSIAN,
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WindUpTimer = 40.7f,
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WindUpTimer = 40.7f,
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Bars = 8,
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Bpm = 130f,
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},
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},
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new Track
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new Track
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{
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{
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Name = "MoyaZhittya",
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Name = "MoyaZhittya",
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Language = Language.ENGLISH,
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WindUpTimer = 34.5f,
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WindUpTimer = 34.5f,
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Bars = 8,
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Bpm = 120f,
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},
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},
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new Track
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new Track
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||||||
{
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{
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Name = "Gorgorod",
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Name = "Gorgorod",
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Language = Language.RUSSIAN,
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WindUpTimer = 43.2f,
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WindUpTimer = 43.2f,
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||||||
Bars = 6,
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Bpm = 180f,
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||||||
},
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},
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||||||
new Track
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new Track
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||||||
{
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{
|
||||||
Name = "Durochka",
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Name = "Durochka",
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Language = Language.RUSSIAN,
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WindUpTimer = 37f,
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WindUpTimer = 37f,
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Bars = 10,
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Bpm = 130f,
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}
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}
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];
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];
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public static int IndexOfTrack(string trackName)
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public static Coroutine JesterLightSwitching;
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{
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|
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return Array.FindIndex(Tracks, track => track.Name == trackName);
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|
||||||
}
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|
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|
||||||
public static Track ChooseTrack()
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|
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{
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|
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var seed = RoundManager.Instance.dungeonGenerator.Generator.ChosenSeed;
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int[] weights = [.. Tracks.Select(track => track.Weight.Value)];
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|
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var rwi = new RandomWeightedIndex(weights);
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var trackId = rwi.GetRandomWeightedIndex(seed);
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|
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#if DEBUG
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|
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// Override for testing
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|
||||||
// trackId = IndexOfTrack("DeployDestroy");
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|
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#endif
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|
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var track = Tracks[trackId];
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|
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Debug.Log($"Seed is {seed}, chosen track is \"{track.Name}\", #{trackId} of {rwi}");
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|
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return Tracks[trackId];
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|
||||||
}
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|
||||||
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|
||||||
public static Track CurrentTrack;
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public static Track CurrentTrack;
|
||||||
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|
||||||
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public static void StartLightSwitching(MonoBehaviour __instance)
|
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{
|
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StopLightSwitching(__instance);
|
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JesterLightSwitching = __instance.StartCoroutine(RotateColors());
|
||||||
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}
|
||||||
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|
||||||
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public static void StopLightSwitching(MonoBehaviour __instance)
|
||||||
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{
|
||||||
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if (JesterLightSwitching != null)
|
||||||
|
{
|
||||||
|
__instance.StopCoroutine(JesterLightSwitching);
|
||||||
|
JesterLightSwitching = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
public static void SetLightColor(Color color)
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public static void SetLightColor(Color color)
|
||||||
{
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{
|
||||||
foreach (var light in RoundManager.Instance.allPoweredLights)
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foreach (var light in RoundManager.Instance.allPoweredLights)
|
||||||
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@ -103,6 +83,30 @@ namespace MuzikaGromche
|
||||||
SetLightColor(Color.white);
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SetLightColor(Color.white);
|
||||||
}
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}
|
||||||
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|
||||||
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// TODO: Move to Track class to make them customizable per-song
|
||||||
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static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
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||||||
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public static IEnumerator RotateColors()
|
||||||
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{
|
||||||
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Debug.Log("Starting color rotation");
|
||||||
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var i = 0;
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||||||
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while (true)
|
||||||
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{
|
||||||
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var color = colors[i];
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||||||
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Debug.Log("Chose color " + color);
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||||||
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SetLightColor(color);
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||||||
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i = (i + 1) % colors.Count;
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||||||
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if (CurrentTrack != null)
|
||||||
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{
|
||||||
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yield return new WaitForSeconds(60f / CurrentTrack.Bpm);
|
||||||
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}
|
||||||
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else
|
||||||
|
{
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
private void Awake()
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private void Awake()
|
||||||
{
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{
|
||||||
string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
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string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray());
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||||||
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@ -126,7 +130,6 @@ namespace MuzikaGromche
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||||||
track.LoadedStart = DownloadHandlerAudioClip.GetContent(requests[i * 2]);
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track.LoadedStart = DownloadHandlerAudioClip.GetContent(requests[i * 2]);
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||||||
track.LoadedLoop = DownloadHandlerAudioClip.GetContent(requests[i * 2 + 1]);
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track.LoadedLoop = DownloadHandlerAudioClip.GetContent(requests[i * 2 + 1]);
|
||||||
}
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}
|
||||||
Config = new Config(base.Config);
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|
||||||
new Harmony(PluginInfo.PLUGIN_NAME).PatchAll(typeof(JesterPatch));
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new Harmony(PluginInfo.PLUGIN_NAME).PatchAll(typeof(JesterPatch));
|
||||||
}
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}
|
||||||
else
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else
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||||||
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@ -134,38 +137,19 @@ namespace MuzikaGromche
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||||||
Logger.LogError("Could not load audio file");
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Logger.LogError("Could not load audio file");
|
||||||
}
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}
|
||||||
}
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}
|
||||||
};
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|
||||||
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|
||||||
public record Language(string Short, string Full)
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|
||||||
{
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|
||||||
public static readonly Language ENGLISH = new("EN", "English");
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|
||||||
public static readonly Language RUSSIAN = new("RU", "Russian");
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|
||||||
}
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}
|
||||||
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|
||||||
public class Track
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public class Track
|
||||||
{
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{
|
||||||
public string Name;
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public string Name;
|
||||||
// Language of the track's lyrics.
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|
||||||
public Language Language;
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||||||
// Wind-up time can and should be shorter than the Start audio track,
|
// Wind-up time can and should be shorter than the Start audio track,
|
||||||
// so that the "pop" effect can be baked into the Start audio and kept away
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// so that the "pop" effect can be baked into the Start audio and kept away
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||||||
// from the looped part. This also means that the light show starts before
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// from the looped part. This also means that the light show starts before
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||||||
// the looped track does, so we need to sync them up as soon as we enter the Loop.
|
// the looped track does, so we need to sync them up as soon as we enter the Loop.
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public float WindUpTimer;
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public float WindUpTimer;
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// BPM for light switching in sync with the music. There is no offset,
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||||||
// Estimated number of beats per minute. Not used for light show, but might come in handy.
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// so the Loop track should start precisely on a beat.
|
||||||
public float Bpm => 60f / (LoadedLoop.length / Beats);
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public float Bpm;
|
||||||
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||||||
// How many beats the loop segment has. The default strategy is to switch color of lights on each beat.
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|
||||||
// This should be an integer, but it is stored as float for convenience of calculations.
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|
||||||
public float Beats;
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||||||
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||||||
// Shorthand for four beats
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|
||||||
public float Bars
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|
||||||
{
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|
||||||
get => Beats / 4f;
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|
||||||
set => Beats = value * 4f;
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|
||||||
}
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|
||||||
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|
||||||
// MPEG is basically mp3, and it can produce gaps at the start.
|
// MPEG is basically mp3, and it can produce gaps at the start.
|
||||||
// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
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// WAV is OK, but takes a lot of space. Try OGGVORBIS instead.
|
||||||
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@ -174,12 +158,6 @@ namespace MuzikaGromche
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||||||
public AudioClip LoadedStart;
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public AudioClip LoadedStart;
|
||||||
public AudioClip LoadedLoop;
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public AudioClip LoadedLoop;
|
||||||
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|
||||||
// This does not account for the timestamp when Jester has actually popped
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|
||||||
public float FixedLoopDelay => LoadedStart.length - WindUpTimer;
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|
||||||
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|
||||||
// How often this track should be chosen, relative to the sum of weights of all tracks.
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|
||||||
public SyncedEntry<int> Weight;
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|
||||||
|
|
||||||
public string FileNameStart => $"{Name}Start.{Ext}";
|
public string FileNameStart => $"{Name}Start.{Ext}";
|
||||||
public string FileNameLoop => $"{Name}Loop.{Ext}";
|
public string FileNameLoop => $"{Name}Loop.{Ext}";
|
||||||
private string Ext => AudioType switch
|
private string Ext => AudioType switch
|
||||||
|
@ -189,220 +167,8 @@ namespace MuzikaGromche
|
||||||
AudioType.OGGVORBIS => "ogg",
|
AudioType.OGGVORBIS => "ogg",
|
||||||
_ => "",
|
_ => "",
|
||||||
};
|
};
|
||||||
|
|
||||||
public float CalculateBeat(AudioSource start, AudioSource loop)
|
|
||||||
{
|
|
||||||
// If popped, calculate which beat the music is currently at.
|
|
||||||
// In order to do that we should choose one of two strategies:
|
|
||||||
//
|
|
||||||
// 1. If Start source is still playing, use its position since WindUpTimer
|
|
||||||
// 2. Otherwise use Loop source, adding the delay after WindUpTimer,
|
|
||||||
// which is the remaining of the Start, i.e. (LoadedStart.length - WindUpTimer).
|
|
||||||
//
|
|
||||||
// NOTE: PlayDelayed also counts as isPlaying, so loop.isPlaying is always true.
|
|
||||||
|
|
||||||
var elapsed = start.isPlaying
|
|
||||||
// [1] Start source is still playing
|
|
||||||
? start.time - WindUpTimer
|
|
||||||
// [2] Start source has finished
|
|
||||||
: loop.time + FixedLoopDelay;
|
|
||||||
|
|
||||||
var normilized = elapsed / LoadedLoop.length % 1f;
|
|
||||||
|
|
||||||
var beat = normilized * Beats;
|
|
||||||
#if DEBUG
|
|
||||||
Debug.LogFormat("MuzikaGromche beat {0,10:N4} {1,10:N4} {2,10:N4}", Time.realtimeSinceStartup, normilized, beat);
|
|
||||||
#endif
|
|
||||||
return beat;
|
|
||||||
}
|
|
||||||
|
|
||||||
static readonly List<Color> Colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
|
|
||||||
|
|
||||||
public Color ColorForBeat(float beat)
|
|
||||||
{
|
|
||||||
int beatIndex = (int)(Math.Floor(beat) % Beats);
|
|
||||||
|
|
||||||
return Colors[beatIndex % Colors.Count];
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly struct RandomWeightedIndex
|
|
||||||
{
|
|
||||||
public RandomWeightedIndex(int[] weights)
|
|
||||||
{
|
|
||||||
Weights = weights;
|
|
||||||
TotalWeights = Weights.Sum();
|
|
||||||
if (TotalWeights == 0)
|
|
||||||
{
|
|
||||||
// If everything is set to zero, everything is equally possible
|
|
||||||
Weights = [.. Weights.Select(_ => 1)];
|
|
||||||
TotalWeights = Weights.Length;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private byte[] GetHash(int seed)
|
|
||||||
{
|
|
||||||
var buffer = new byte[4 * (1 + Weights.Length)];
|
|
||||||
var offset = 0;
|
|
||||||
Buffer.BlockCopy(BitConverter.GetBytes(seed), 0, buffer, offset, sizeof(int));
|
|
||||||
// Make sure that tweaking weights even a little drastically changes the outcome
|
|
||||||
foreach (var weight in Weights)
|
|
||||||
{
|
|
||||||
offset += 4;
|
|
||||||
Buffer.BlockCopy(BitConverter.GetBytes(weight), 0, buffer, offset, sizeof(int));
|
|
||||||
}
|
|
||||||
var sha = SHA256.Create();
|
|
||||||
var hash = sha.ComputeHash(buffer);
|
|
||||||
return hash;
|
|
||||||
}
|
|
||||||
|
|
||||||
private int GetRawIndex(byte[] hash)
|
|
||||||
{
|
|
||||||
if (TotalWeights == 0)
|
|
||||||
{
|
|
||||||
// Should not happen, but what if Weights array is empty?
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
var index = 0;
|
|
||||||
foreach (var t in hash)
|
|
||||||
{
|
|
||||||
// modulus division on byte array
|
|
||||||
index *= 256 % TotalWeights;
|
|
||||||
index %= TotalWeights;
|
|
||||||
index += t % TotalWeights;
|
|
||||||
index %= TotalWeights;
|
|
||||||
}
|
|
||||||
return index;
|
|
||||||
}
|
|
||||||
|
|
||||||
private int GetWeightedIndex(int rawIndex)
|
|
||||||
{
|
|
||||||
if (rawIndex < 0 || rawIndex >= TotalWeights)
|
|
||||||
{
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
int sum = 0;
|
|
||||||
foreach (var (weight, index) in Weights.Select((x, i) => (x, i)))
|
|
||||||
{
|
|
||||||
sum += weight;
|
|
||||||
if (rawIndex < sum)
|
|
||||||
{
|
|
||||||
// Found
|
|
||||||
return index;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
public int GetRandomWeightedIndex(int seed)
|
|
||||||
{
|
|
||||||
var hash = GetHash(seed);
|
|
||||||
var index = GetRawIndex(hash);
|
|
||||||
return GetWeightedIndex(index);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override string ToString()
|
|
||||||
{
|
|
||||||
return $"Weighted(Total={TotalWeights}, Weights=[{string.Join(',', Weights)}])";
|
|
||||||
}
|
|
||||||
|
|
||||||
readonly private int[] Weights;
|
|
||||||
readonly public int TotalWeights { get; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public class Config : SyncedConfig2<Config>
|
|
||||||
{
|
|
||||||
public Config(ConfigFile configFile) : base(PluginInfo.PLUGIN_GUID)
|
|
||||||
{
|
|
||||||
var chanceRange = new AcceptableValueRange<int>(0, 100);
|
|
||||||
var languageSectionButtonExists = new HashSet<Language>();
|
|
||||||
|
|
||||||
foreach (var track in Plugin.Tracks)
|
|
||||||
{
|
|
||||||
var language = track.Language;
|
|
||||||
string section = $"Tracks.{language.Short}";
|
|
||||||
|
|
||||||
// Create section toggle
|
|
||||||
if (!languageSectionButtonExists.Contains(language))
|
|
||||||
{
|
|
||||||
languageSectionButtonExists.Add(language);
|
|
||||||
string buttonOptionName = $"Toggle all {language.Full} tracks";
|
|
||||||
string buttonDescription = "Toggle all tracks in this section ON or OFF. Effective immediately.";
|
|
||||||
string buttonText = "Toggle";
|
|
||||||
var button = new GenericButtonConfigItem(section, buttonOptionName, buttonDescription, buttonText, () =>
|
|
||||||
{
|
|
||||||
if (CanModifyWeightsNow())
|
|
||||||
{
|
|
||||||
var tracks = Plugin.Tracks.Where(t => t.Language.Equals(language)).ToList();
|
|
||||||
var isOff = tracks.All(t => t.Weight.Value == 0);
|
|
||||||
var newWeight = isOff ? 50 : 0;
|
|
||||||
foreach (var t in tracks)
|
|
||||||
{
|
|
||||||
t.Weight.LocalValue = newWeight;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
button.ButtonOptions.CanModifyCallback = CanModifyWeightsNow;
|
|
||||||
LethalConfigManager.AddConfigItem(button);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create slider entry for track
|
|
||||||
string name = $"[{language.Short}] {track.Name}";
|
|
||||||
string description = $"Language: {language.Full}\n\nRandom (relative) chance of selecting this track.\n\nSet to zero to effectively disable the track.";
|
|
||||||
track.Weight = configFile.BindSyncedEntry(
|
|
||||||
new ConfigDefinition(section, track.Name),
|
|
||||||
50,
|
|
||||||
new ConfigDescription(description, chanceRange, track));
|
|
||||||
|
|
||||||
var slider = new IntSliderConfigItem(track.Weight.Entry, new IntSliderOptions
|
|
||||||
{
|
|
||||||
RequiresRestart = false,
|
|
||||||
CanModifyCallback = CanModifyWeightsNow,
|
|
||||||
});
|
|
||||||
LethalConfigManager.AddConfigItem(slider);
|
|
||||||
}
|
|
||||||
|
|
||||||
// HACK because CSync doesn't provide an API to register a list of config entries
|
|
||||||
// See https://github.com/lc-sigurd/CSync/issues/11
|
|
||||||
foreach (var track in Plugin.Tracks)
|
|
||||||
{
|
|
||||||
// This is basically what ConfigFile.PopulateEntryContainer does
|
|
||||||
SyncedEntryBase entryBase = track.Weight;
|
|
||||||
EntryContainer.Add(entryBase.BoxedEntry.ToSyncedEntryIdentifier(), entryBase);
|
|
||||||
}
|
|
||||||
|
|
||||||
ConfigManager.Register(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static CanModifyResult CanModifyWeightsNow()
|
|
||||||
{
|
|
||||||
#if DEBUG
|
|
||||||
// In debug mode let us modify weights any time without restarting the level
|
|
||||||
return CanModifyResult.True();
|
|
||||||
#else
|
|
||||||
var startOfRound = StartOfRound.Instance;
|
|
||||||
if (!startOfRound)
|
|
||||||
{
|
|
||||||
return CanModifyResult.True(); // Main menu
|
|
||||||
}
|
|
||||||
if (!startOfRound.IsHost)
|
|
||||||
{
|
|
||||||
return CanModifyResult.False("Only for host");
|
|
||||||
}
|
|
||||||
if (!startOfRound.inShipPhase)
|
|
||||||
{
|
|
||||||
return CanModifyResult.False("Only while orbiting");
|
|
||||||
}
|
|
||||||
return CanModifyResult.True();
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// farAudio is during windup, Start overrides popGoesTheWeaselTheme
|
|
||||||
// creatureVoice is when popped, Loop overrides screamingSFX
|
|
||||||
[HarmonyPatch(typeof(JesterAI))]
|
[HarmonyPatch(typeof(JesterAI))]
|
||||||
internal class JesterPatch
|
internal class JesterPatch
|
||||||
{
|
{
|
||||||
|
@ -420,18 +186,13 @@ namespace MuzikaGromche
|
||||||
{
|
{
|
||||||
__state = new State
|
__state = new State
|
||||||
{
|
{
|
||||||
farAudio = __instance.farAudio,
|
previousState = __instance.previousState
|
||||||
previousState = __instance.previousState,
|
|
||||||
};
|
};
|
||||||
if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2)
|
if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2)
|
||||||
{
|
{
|
||||||
// If just popped out, then override farAudio so that vanilla logic does not stop the modded Start music.
|
// if just popped out
|
||||||
// The game will stop farAudio it during its Update, so we temporarily set it to any other AudioSource
|
// then override farAudio so that vanilla logic does not stop the music
|
||||||
// which we don't care about stopping for now.
|
__state.farAudio = __instance.farAudio;
|
||||||
//
|
|
||||||
// Why creatureVoice though? We gonna need creatureVoice later in Postfix to schedule the Loop,
|
|
||||||
// but right now we still don't care if it's stopped, so it shouldn't matter.
|
|
||||||
// And it's cheaper and simpler than figuring out how to instantiate an AudioSource behaviour.
|
|
||||||
__instance.farAudio = __instance.creatureVoice;
|
__instance.farAudio = __instance.creatureVoice;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -440,6 +201,11 @@ namespace MuzikaGromche
|
||||||
[HarmonyPostfix]
|
[HarmonyPostfix]
|
||||||
public static void DoNotStopTheMusic(JesterAI __instance, State __state)
|
public static void DoNotStopTheMusic(JesterAI __instance, State __state)
|
||||||
{
|
{
|
||||||
|
if (__state.farAudio != null)
|
||||||
|
{
|
||||||
|
__instance.farAudio = __state.farAudio;
|
||||||
|
}
|
||||||
|
|
||||||
if (__instance.previousState == 1 && __state.previousState != 1)
|
if (__instance.previousState == 1 && __state.previousState != 1)
|
||||||
{
|
{
|
||||||
// if just started winding up
|
// if just started winding up
|
||||||
|
@ -448,48 +214,49 @@ namespace MuzikaGromche
|
||||||
__instance.creatureVoice.Stop();
|
__instance.creatureVoice.Stop();
|
||||||
|
|
||||||
// ...and start modded music
|
// ...and start modded music
|
||||||
Plugin.CurrentTrack = Plugin.ChooseTrack();
|
var seed = RoundManager.Instance.dungeonGenerator.Generator.ChosenSeed;
|
||||||
// Set up custom popup timer, which is shorter than Start audio
|
var sha = SHA256.Create();
|
||||||
|
var hash = sha.ComputeHash(BitConverter.GetBytes(seed));
|
||||||
|
var trackId = 0;
|
||||||
|
foreach (var t in hash)
|
||||||
|
{
|
||||||
|
// modulus division on byte array
|
||||||
|
trackId *= 256 % Plugin.Tracks.Length;
|
||||||
|
trackId %= Plugin.Tracks.Length;
|
||||||
|
trackId += t % Plugin.Tracks.Length;
|
||||||
|
trackId %= Plugin.Tracks.Length;
|
||||||
|
}
|
||||||
|
Debug.Log($"Seed is {seed}, chosen track is {trackId} out of {Plugin.Tracks.Length} tracks");
|
||||||
|
Plugin.CurrentTrack = Plugin.Tracks[trackId];
|
||||||
__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
|
__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
|
||||||
|
|
||||||
// Override popGoesTheWeaselTheme with Start audio
|
|
||||||
__instance.farAudio.maxDistance = 150;
|
__instance.farAudio.maxDistance = 150;
|
||||||
__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
|
__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
|
||||||
__instance.farAudio.loop = false;
|
__instance.farAudio.loop = false;
|
||||||
__instance.farAudio.Play();
|
|
||||||
|
|
||||||
Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}");
|
Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}");
|
||||||
}
|
__instance.farAudio.Play();
|
||||||
|
|
||||||
if (__instance.previousState != 2 && __state.previousState == 2)
|
|
||||||
{
|
|
||||||
Plugin.ResetLightColor();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (__instance.previousState == 2 && __state.previousState != 2)
|
if (__instance.previousState == 2 && __state.previousState != 2)
|
||||||
{
|
{
|
||||||
// Restore stashed AudioSource. See the comment in Prefix
|
|
||||||
__instance.farAudio = __state.farAudio;
|
|
||||||
|
|
||||||
var time = __instance.farAudio.time;
|
|
||||||
var delay = Plugin.CurrentTrack.LoadedStart.length - time;
|
|
||||||
|
|
||||||
// Override screamingSFX with Loop, delayed by the remaining time of the Start audio
|
|
||||||
__instance.creatureVoice.Stop();
|
__instance.creatureVoice.Stop();
|
||||||
__instance.creatureVoice.maxDistance = 150;
|
Plugin.StartLightSwitching(__instance);
|
||||||
__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
|
|
||||||
__instance.creatureVoice.PlayDelayed(delay);
|
|
||||||
|
|
||||||
Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
|
|
||||||
Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Manage the timeline: switch color of the lights according to the current playback/beat position.
|
if (__instance.previousState != 2 && __state.previousState == 2)
|
||||||
if (__instance.previousState == 2)
|
|
||||||
{
|
{
|
||||||
var beat = Plugin.CurrentTrack.CalculateBeat(start: __instance.farAudio, loop: __instance.creatureVoice);
|
Plugin.StopLightSwitching(__instance);
|
||||||
var color = Plugin.CurrentTrack.ColorForBeat(beat);
|
Plugin.ResetLightColor();
|
||||||
Plugin.SetLightColor(color);
|
}
|
||||||
|
|
||||||
|
if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying)
|
||||||
|
{
|
||||||
|
__instance.creatureVoice.maxDistance = 150;
|
||||||
|
__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
|
||||||
|
var time = __instance.farAudio.time;
|
||||||
|
var delay = Plugin.CurrentTrack.LoadedStart.length - time;
|
||||||
|
Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}");
|
||||||
|
Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}");
|
||||||
|
__instance.creatureVoice.PlayDelayed(delay);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,6 +2,5 @@
|
||||||
<configuration>
|
<configuration>
|
||||||
<packageSources>
|
<packageSources>
|
||||||
<add key="BepInEx" value="https://nuget.bepinex.dev/v3/index.json" />
|
<add key="BepInEx" value="https://nuget.bepinex.dev/v3/index.json" />
|
||||||
<add key="AAron Thunderstore" value="https://nuget.windows10ce.com/nuget/v3/index.json" />
|
|
||||||
</packageSources>
|
</packageSources>
|
||||||
</configuration>
|
</configuration>
|
||||||
|
|
|
@ -5,8 +5,6 @@
|
||||||
"description": "Glaza zakryvaj",
|
"description": "Glaza zakryvaj",
|
||||||
"website_url": "https://git.vilunov.me/nikita/muzika-gromche",
|
"website_url": "https://git.vilunov.me/nikita/muzika-gromche",
|
||||||
"dependencies": [
|
"dependencies": [
|
||||||
"BepInEx-BepInExPack-5.4.2100",
|
"BepInEx-BepInExPack-5.4.2100"
|
||||||
"Sigurd-CSync-5.0.1",
|
|
||||||
"ainavt.lc.lethalconfig-1.4.6"
|
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue