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<Project> <Project>
<PropertyGroup> <PropertyGroup>
<!-- Copy this file to MuzikaGromche.props.user and uncomment one of two paths below: --> <!-- Copy this file to MuzikaGromche.props.user and uncomment one of two paths below: -->
<!-- On Linux: --> <!-- On Linux: -->
<!-- <LethalCompanyDir>$(HOME)/.local/share/Steam/steamapps/common/Lethal Company/</LethalCompanyDir> --> <!-- <LethalCompanyDir>$(HOME)/.local/share/Steam/steamapps/common/Lethal Company/</LethalCompanyDir> -->
<!-- <WavExportDir>\home\ratijas\Music\SFX\Export</WavExportDir> -->
<!-- On Windows: --> <!-- On Windows: -->
<!-- <LethalCompanyDir>C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/</LethalCompanyDir> --> <!-- <LethalCompanyDir>C:/Program Files (x86)/Steam/steamapps/common/Lethal Company/</LethalCompanyDir> -->
<!-- <WavExportDir>D:\Code\MuzikaGromcheAudio\Export</WavExportDir> -->
</PropertyGroup> </PropertyGroup>
</Project> </Project>

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using DunGen;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace MuzikaGromche
{
public class DiscoBallManager : MonoBehaviour
{
// A struct holding a disco ball container object and the name of a tile for which it was designed.
public readonly record struct Data(string TileName, GameObject DiscoBallContainer)
{
// We are specifically looking for cloned tiles, not the original prototypes.
public readonly string TileCloneName = $"{TileName}(Clone)";
}
public static readonly List<Data> Containers = [];
private static readonly List<GameObject> InstantiatedContainers = [];
public static void Initialize()
{
string assetdir = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "muzikagromche");
var bundle = AssetBundle.LoadFromFile(assetdir);
foreach ((string prefabPath, string tileName) in new[] {
("Assets/LethalCompany/Mods/MuzikaGromche/DiscoBallContainerManor.prefab", "ManorStartRoomSmall"),
("Assets/LethalCompany/Mods/MuzikaGromche/DiscoBallContainerFactory.prefab", "StartRoom"),
("Assets/LethalCompany/Mods/MuzikaGromche/DiscoBallContainerMineShaft.prefab", "MineshaftStartTile"),
("Assets/LethalCompany/Mods/MuzikaGromche/DiscoBallContainerLargeForkTileB.prefab", "LargeForkTileB"),
("Assets/LethalCompany/Mods/MuzikaGromche/DiscoBallContainerBirthdayRoomTile.prefab", "BirthdayRoomTile"),
})
{
var container = bundle.LoadAsset<GameObject>(prefabPath);
Containers.Add(new(tileName, container));
}
}
public static void Enable()
{
// Just in case
Disable();
var query = from tile in Resources.FindObjectsOfTypeAll<Tile>()
join container in Containers
on tile.gameObject.name equals container.TileCloneName
select (tile, container);
foreach (var (tile, container) in query)
{
Enable(tile, container);
}
}
private static readonly string[] animatorNames = [
"DiscoBallProp/AnimContainer",
"DiscoBallProp1/AnimContainer",
"DiscoBallProp2/AnimContainer",
"DiscoBallProp3/AnimContainer",
"DiscoBallProp4/AnimContainer",
"DiscoBallProp5/AnimContainer",
];
private static void Enable(Tile tile, Data container)
{
Debug.Log($"{nameof(MuzikaGromche)} {nameof(DiscoBallManager)} Enabling at '{tile.gameObject.name}'");
var discoBall = Instantiate(container.DiscoBallContainer, tile.transform);
InstantiatedContainers.Add(discoBall);
foreach (var animatorName in animatorNames)
{
if (discoBall.transform.Find(animatorName)?.gameObject is GameObject animator)
{
animator.GetComponent<Animator>().SetBool("on", true);
}
}
}
public static void Disable()
{
foreach (var discoBall in InstantiatedContainers)
{
Debug.Log($"{nameof(MuzikaGromche)} {nameof(DiscoBallManager)}: Disabling {discoBall.name}");
Destroy(discoBall);
}
InstantiatedContainers.Clear();
}
}
}

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<TargetFramework>netstandard2.1</TargetFramework> <TargetFramework>netstandard2.1</TargetFramework>
<AssemblyName>MuzikaGromche</AssemblyName> <AssemblyName>MuzikaGromche</AssemblyName>
<Description>Opa che tut u nas</Description> <Description>Opa che tut u nas</Description>
<Version>13.37.420</Version> <Version>13.37.6</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
</PropertyGroup> </PropertyGroup>
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<PackagedResources Include="$(SolutionDir)README.md" /> <PackagedResources Include="$(SolutionDir)README.md" />
<PackagedResources Include="$(SolutionDir)icon.png" /> <PackagedResources Include="$(SolutionDir)icon.png" />
<PackagedResources Include="$(SolutionDir)manifest.json" /> <PackagedResources Include="$(SolutionDir)manifest.json" />
<PackagedResources Include="$(ProjectDir)UnityAssets\muzikagromche" />
<PackagedResources Include="$(TargetDir)MuzikaGromche.dll" /> <PackagedResources Include="$(TargetDir)MuzikaGromche.dll" />
</ItemGroup> </ItemGroup>
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DestinationFolder="$(SolutionDir)dist\" DestinationFolder="$(SolutionDir)dist\"
/> />
</Target> </Target>
<!--
Usage:
Set WavExportDir in props.user file.
Run
> dotnet msbuild /t:wav2ogg /p:TrackName=GodMode
-->
<Target Name="wav2ogg">
<ItemGroup>
<TrackNames Include="$(TrackName)Start" />
<TrackNames Include="$(TrackName)Loop" />
</ItemGroup>
<Exec Command="ffmpeg -bitexact -y -i $(WavExportDir)%(TrackNames.Identity).wav $(SolutionDir)Assets\%(TrackNames.Identity).ogg"/>
</Target>
</Project> </Project>

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# Muzika Gromche! Adds some content to your reverse teleports on Titan
Add some content to your reverse teleport experience on Titan!
This mod's name literally means "cranck music louder".
To keep it a surprise, it is adviced that you do not read the detailed description below.
## Configuration
Configuration integrates with [LethalConfig](https://thunderstore.io/c/lethal-company/p/AinaVT/LethalConfig/) mod.
Track selection options are only configurable by host player and only while orbiting.
Any player can change their personal preferences locally.
- If you experience severe lags, try disabling color animations in config.
- If you are playing with a Bluetooth headset, adjust Audio Offset to -0.2 seconds.
- Display Lyrics toggle: show lyrics in a popup whenever player hears music.
## Authors & Special Thanks
- Oflor: Original author, wrote the code and sliced the first tracks.
- [@ratijas](https://t.me/ratijas): Rewrote the code to sync the lights to the beat, added configuration options and many features, fixed gaps in existing tracks and sliced many new ones.
- [@REALJUSTNOTHING](https://t.me/REALJUSTNOTHING): Graphics designer; contributed palettes, timings and animation curves.
- [WaterGun](https://www.youtube.com/channel/UCCxCFfmrnqkFZ8i9FsXBJVA): Created [V70PoweredLights_Fix](https://thunderstore.io/c/lethal-company/p/WaterGun/V70PoweredLights_Fix/) mod, patched certain tiles with amazing lightshow.

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{ {
"name": "MuzikaGromche", "name": "MuzikaGromche",
"version_number": "13.37.420", "version_number": "13.37.6",
"author": "Oflor", "author": "Oflor",
"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", "Sigurd-CSync-5.0.1",
"AinaVT-LethalConfig-1.4.6", "ainavt.lc.lethalconfig-1.4.6"
"WaterGun-V70PoweredLights_Fix-1.0.0"
] ]
} }