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projects/Randomizer/features/scenes/modifications/luma_fight_room_door_always_open.cpp
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#include <Modloader/app/methods/BoolStateMap.h> | ||
#include <Modloader/app/methods/NewSetupStateController.h> | ||
#include <Modloader/app/methods/UnityEngine/GameObject.h> | ||
#include <Modloader/app/methods/UnityEngine/Transform.h> | ||
#include <Modloader/app/types/NewSetupStateController.h> | ||
#include <Modloader/il2cpp_helpers.h> | ||
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#include <Modloader/common.h> | ||
#include <Modloader/windows_api/console.h> | ||
#include <Core/enums/game_event.h> | ||
#include <Core/utils/event_bus.h> | ||
#include <Core/api/scenes/scene_load.h> | ||
#include <Core/api/game/game.h> | ||
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using namespace app::classes; | ||
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namespace { | ||
int open_door_in_frames = 2; | ||
app::Transform* left_door_transform = nullptr; | ||
app::Transform* right_door_transform = nullptr; | ||
app::GameObject* keyrings_go = nullptr; | ||
app::NewSetupStateController* door_controller = nullptr; | ||
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bool open_door() { | ||
if ( | ||
!scenes::scene_is_enabled("lumaPoolsC") || | ||
!il2cpp::unity::is_valid(left_door_transform) || | ||
!il2cpp::unity::is_valid(right_door_transform) || | ||
!il2cpp::unity::is_valid(keyrings_go) || | ||
!il2cpp::unity::is_valid(door_controller) | ||
) { | ||
return false; | ||
} | ||
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UnityEngine::Transform::set_position(left_door_transform, app::Vector3{ -0.9f, 8.0f, 0.0f }); | ||
UnityEngine::Transform::set_position(right_door_transform, app::Vector3{ 0.7f, -8.0f, 0.0f }); | ||
UnityEngine::GameObject::SetActive(keyrings_go, false); | ||
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return true; | ||
} | ||
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IL2CPP_INTERCEPT(NewSetupStateController, void, OnPostTimeSlicedEnable, (app::NewSetupStateController * this_ptr)) { | ||
next::NewSetupStateController::OnPostTimeSlicedEnable(this_ptr); | ||
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if (this_ptr == door_controller) { | ||
open_door_in_frames = 20; | ||
} | ||
} | ||
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void on_scene_load(scenes::SceneLoadEventMetadata* metadata, EventTiming timing) { | ||
if (metadata->state != app::SceneState__Enum::Enabled) { | ||
if (metadata->state != app::SceneState__Enum::Loaded) { | ||
return; | ||
} | ||
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if (metadata->scene_name == "lumaPoolsC") { | ||
auto scene_root_go = il2cpp::unity::get_game_object(metadata->scene->fields.SceneRoot); | ||
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auto door_container_go = il2cpp::unity::find_child( | ||
auto enemy_arena_setup_go = il2cpp::unity::find_child( | ||
scene_root_go, | ||
std::vector<std::string>{ | ||
"arenaSetup", | ||
"doors", | ||
"enemyDoorVisualsLagoonLs", | ||
"enemyDoorVisualsLagoonL", | ||
"arenaA", | ||
"enemyArenaSetup3Waves", | ||
} | ||
); | ||
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auto door_go = il2cpp::unity::find_child( | ||
scene_root_go, | ||
std::vector<std::string>{ | ||
"arenaSetup", | ||
"doors", | ||
"enemyDoorVisualsLagoonLs", | ||
"enemyDoorVisualsLagoonL", | ||
"doorVisualsA", | ||
"sidewaysDoor", | ||
"door", | ||
} | ||
); | ||
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if (il2cpp::unity::is_valid(door_container_go) && il2cpp::unity::is_valid(door_go)) { | ||
door_controller = il2cpp::unity::get_component<app::NewSetupStateController>(door_container_go, types::NewSetupStateController::get_class()); | ||
if (il2cpp::unity::is_valid(enemy_arena_setup_go)) { | ||
auto enemy_arena_setup_controller = il2cpp::unity::get_component<app::NewSetupStateController>(enemy_arena_setup_go, types::NewSetupStateController::get_class()); | ||
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auto left_door_go = il2cpp::unity::find_child(door_go, "lagoonEnemyDoorLeft"); | ||
auto right_door_go = il2cpp::unity::find_child(door_go, "lagoonEnemyDoorRight"); | ||
keyrings_go = il2cpp::unity::find_child(door_go, "keyrings"); | ||
left_door_transform = il2cpp::unity::get_transform(left_door_go); | ||
right_door_transform = il2cpp::unity::get_transform(right_door_go); | ||
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open_door_in_frames = 20; | ||
auto modifier = enemy_arena_setup_controller->fields.StateHolder->fields.Modifiers->fields._items->vector[4]; | ||
for (int i = 0; i < modifier->fields.m_uberStateModifierDatas->fields._size; ++i) { | ||
auto modifier_data = modifier->fields.m_uberStateModifierDatas->fields._items->vector[i]; | ||
if (modifier_data->fields.StateGUID == 1708336759) { | ||
modifier_data->fields.StateGUID = 0; | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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void on_respawn(GameEvent game_event, EventTiming timing) { | ||
open_door_in_frames = 20; | ||
} | ||
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void on_update(GameEvent game_event, EventTiming timing) { | ||
if (open_door_in_frames == 0 && !open_door()) { | ||
open_door_in_frames = 1; | ||
} | ||
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if (open_door_in_frames >= 0) { | ||
open_door_in_frames--; | ||
} | ||
} | ||
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void initialize() { | ||
game::event_bus().register_handler(GameEvent::Respawn, EventTiming::After, &on_respawn); | ||
game::event_bus().register_handler(GameEvent::FixedUpdate, EventTiming::After, &on_update); | ||
scenes::event_bus().register_handler(&on_scene_load); | ||
} | ||
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CALL_ON_INIT(initialize); | ||
} // namespace | ||
} // namespace |