Merge all of micycle's changes

Squashed commit of the following:

commit 9005b2b7b43ffe0b07fafa67f3d9f82cd26d110c
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 19:59:20 2023 -0400

    fix crash on client disconnect

commit 3105e82ac2d688e8c3e9461d4235d9dbde300379
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:56:36 2023 -0400

    fix uncaught fallthrough in GetColor

commit 030cc459d78988abdca702b8000b5ad7e282dab3
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:31:27 2023 -0400

    add the license text for CC-BY-NC-SA-4 from the license on gamebanana

commit 38c403f662a78ebb3cf0d093e0e4356ee31f4474
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:23:52 2023 -0400

    build

commit 61af7e666aac2c8a6099c3e95fe48fda0a082038
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:23:25 2023 -0400

    we no longer need reloads or deaths when enabling

commit de509fc32d151e70e93514ffe10bf10388c21c4b
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:21:08 2023 -0400

    add strip target in phony just in case

commit 44d8e87eb9ba4252f9c283f285d9757243a551da
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:20:19 2023 -0400

    convert crlf newlines to lf and remove utf8-bom

commit 02c4ef754a1b22687ad84ba83c2b14ef9a8fc376
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 16:17:01 2023 -0400

    strip our reference assemblies to reduce file size

commit 1af89ed351e95e49712921df4d06799f0823aafa
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 15:58:00 2023 -0400

    fix regression for playback entities and other non-ghost player sprites

commit 157bbadde5365822f38daa885b29cd19f30990c2
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 05:33:08 2023 -0400

    polish

commit 4629793c530ecac41ca4d4e1376037973f554c90
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 05:19:44 2023 -0400

    reword

commit 998e4e91f215795d09c2d84ba95fc5dbaf60db5e
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 05:18:44 2023 -0400

    build

commit 1ff0b69c9dc9a1c5728a3919fc4f4bff4dfd24c5
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 05:18:31 2023 -0400

    remove bullshit note

commit ad799e4e52efd1343c1c3d29380043fbc24e2ff8
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 04:56:46 2023 -0400

    add note about disabling hair mods

commit a78de6b6780aa3d035cb422f307050d741ee5587
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 04:39:25 2023 -0400

    build

commit f605307da9303e0529923a4b6f8767f2991df0d0
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 04:39:20 2023 -0400

    fix crash w/o celestenet & make note a header (disabled notes can't be viewed)

commit 8b297426fcbe01cbddfc4ee4289f90b3160e4f87
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 04:11:25 2023 -0400

    unused

commit fd69e4c918b41149ce0399e5fc75139a6280f571
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 04:11:11 2023 -0400

    move colorutil into misc

commit 6522db9f06e7e461098fc13705f04b02542a52a9
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 03:59:18 2023 -0400

    build

commit 3d57982539e8b734099bd24dce765dcaedc7e5a7
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 03:59:13 2023 -0400

    reword some more text

commit a87e853d44f98b09c95308a1f13683188da612fd
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 03:50:06 2023 -0400

    disable celestenet settings when not installed + reword some text

commit 50ed0542decf3219275813d4873c613f620e8b28
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 03:48:34 2023 -0400

    Revert "dependency downloader for celestenet"

    This reverts commit 6c896eaee60d22944e679352e7de74b6ead36aa8.

commit 6c896eaee60d22944e679352e7de74b6ead36aa8
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 03:47:50 2023 -0400

    dependency downloader for celestenet

commit f4f280230500611cf6ae0269e116c63ff420b1d1
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 03:17:14 2023 -0400

    build actually done wtf?

commit 8e003342720efcd213db75502e6acbea61b76304
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 02:52:34 2023 -0400

    rewrite

commit c601079e66e44c72ea50e818856b829a0328ac17
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 02:52:11 2023 -0400

    fix dash trails but introduce a crash with players w/o mod

commit 0b3b051292c10391eae73f23242de3179a8a9904
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 01:33:41 2023 -0400

    well it does sync, but issues:
    - setting hair color conflicts with hyperline
    - hair direction doesn't update wtf?
    - dash trail is fucked

commit da36686a4791d57dcb9a5cb8636005086a4d75e2
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun May 7 01:16:37 2023 -0400

    fix celestenet onoffs not displaing the stored setting on first load

commit 62a25a5e737c33a47f6f1c5f77037d7d681b4114
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sat May 6 20:28:28 2023 -0400

    remove unneeded line in makefile

commit 394a7cd49b64d071a8ab0276b6db19bb56de1579
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sat May 6 20:28:17 2023 -0400

    refactor module to better support ghosts, and finish celestnet module

commit 9f0f04a6d903ee760d556ba94b282b73083c6bae
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sat May 6 16:19:28 2023 -0400

    fix makfile for hot reload

commit c4316c1c7eb99f0d8080df01ff97bc89eb6f3076
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sat May 6 02:58:44 2023 -0400

    start proper celestenet module

commit 96a21fac816fb30a3710837571e1d683ea39645e
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Mon Apr 24 15:26:36 2023 -0400

    fix settings crash

commit a66cf51ed1d2a2e6d0fc36b46ab587d51bc88e4e
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Mon Apr 24 15:01:25 2023 -0400

    add celeste menu options

commit c095747458f8abd904e21d19742c97e44907f0eb
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 14:45:44 2023 -0400

    fix crash with ghosts not having a scene set??!?

commit bcea0f41e5b0dace8e61bf112ec5fc47679ceffc
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 03:36:33 2023 -0400

    Settings.enabled and player != null guards

commit 3cecaa2a6b6adcfcd96790e4e2f36fef0200e922
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 03:19:45 2023 -0400

    quick fix for null ghost hair

commit cedb0c55b38405abcb901c94203e4bea1dcd1e65
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 02:40:21 2023 -0400

    unload the celestenet hook

commit 486d09221566d7de3b2c8f739710800536be6f74
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 02:38:34 2023 -0400

    fix up makefile

commit 68e99cf0c4898e399c093a7aa60b87c6e1db98ac
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 02:26:30 2023 -0400

    rm old dll

commit eb6006e6f5afec3b281469ec3cfa56e732ecf7e4
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 02:26:14 2023 -0400

    code rebuild

commit 05441fcd3ab35ac76a50bea744259b0704794bbe
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 02:17:19 2023 -0400

    clean up :3

commit 831dd6775cf585ab0feb202fc27e66b36e033c6d
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sun Apr 23 01:51:04 2023 -0400

    add in CelesteNet ghost support :)

commit 7e8bcac717e294f88b097ec6c60eb128a521d605
Author: micycle <5301938-bit_network@users.noreply.gitlab.com>
Date:   Sat Apr 22 23:42:58 2023 -0400

    initial commit (should have starting tracking a while ago)
This commit is contained in:
yosh 2023-05-07 22:30:34 -04:00
parent 867fd9a438
commit cf5efcbdbc
16 changed files with 2733 additions and 1580 deletions

File diff suppressed because it is too large Load Diff

BIN
AvaliSkin.dll Executable file

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@ -1,10 +1,41 @@
AVALI_SKIN_TITLE= Avali Skin
AVALI_SKIN_COLORONE= Color One
AVALI_SKIN_COLORTWO= Color Two
AVALI_SKIN_MARKING_COLORS= Marking Colors
AVALI_SKIN_ZERODASH= Zero Dashes
AVALI_SKIN_ONEDASH= One Dash
AVALI_SKIN_TWODASH= Two Dashes
AVALI_SKIN_THREEDASH= Three Dashes
AVALI_SKIN_FOURDASH= Four Dashes
AVALI_SKIN_FIVEDASH= Five+ Dashes
modoptions_avaliskin_colormodeopt=Dash color mode
modoptions_avaliskin_colormodeopt_ExternalDash=Use hair color
modoptions_avaliskin_colormodeopt_ManualPreset=Select color preset
modoptions_avaliskin_colormodeopt_ManualPreset_note=Selects hair color from color presets
Make sure to disable other hair color mods.
modoptions_avaliskin_colormodeopt_ManualRGB=Select RGB color
modoptions_avaliskin_colormodeopt_ManualRGB_note=Selects hair color from RGB values.
Make sure to disable other hair color mods.
modoptions_avaliskin_colormodeopt_ExternalDash_note=Uses hair color from vanilla
or from other mods (e.g., Hyperline, Prideline)
AVALI_SKIN_COLORS=Dash colors
AVALI_SKIN_DASH0=Zero Dashes
AVALI_SKIN_DASH1=One Dash
AVALI_SKIN_DASH2=Two Dashes
AVALI_SKIN_DASH3=Three Dashes
AVALI_SKIN_DASH4=Four Dashes
AVALI_SKIN_DASH5=Five+ Dashes
AVALI_SKIN_RED=Red
AVALI_SKIN_GREEN=Green
AVALI_SKIN_BLUE=Blue
AVALI_SKIN_COLOR=Color
modoptions_avaliskin_celestenet_header=CelesteNet support
modoptions_avaliskin_celestenet=Enable CelesteNet support
modoptions_avaliskin_celestenet_nocelestenet=CelesteNet is not installed. Optional.
modoptions_avaliskin_celestenetsync=CelesteNet skin sync
modoptions_avaliskin_celestenetsync_SendReceive=Send/Receive
modoptions_avaliskin_celestenetsync_Send=Send only
modoptions_avaliskin_celestenetsync_Receive=Receive only
modoptions_avaliskin_celestenetsync_None=Disable
modoptions_avaliskin_celestenetsync_note=Synchronizes skins for other CelesteNet
players if they also have this mod
modoptions_avaliskin_celesteneteveryonehasskin=Everyone is an Avali
modoptions_avaliskin_celesteneteveryonehasskin_note=Renders all CelesteNet players
as Avalis, regardless of their skin

35
Effects/AvaliRecolor.fx Normal file
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@ -0,0 +1,35 @@
// Compile with fxc.exe AvaliRecolor.fx /T fx_2_0 /O3
// Creates a texture at a given texture index
#define DECLARE_TEXTURE(Name, index) \
texture Name: register(t##index); \
sampler Name##Sampler: register(s##index)
// Samples the texture and returns a color
#define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name##Sampler, texCoord)
DECLARE_TEXTURE(text, 0); // The texture to be recolored
uniform float4 color_replace_from; // #1ad589
uniform float4 color_replace_to;
uniform float threshold; // 0.01
// hsls provides distance instead of this...
// float fast_distance4(float4 a, float4 b) {
// float4 diff = a - b;
// return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z + diff.w * diff.w;
// }
float4 ps_recolor(float4 pos: SV_Position, float4 in_color: COLOR0, float2 uv: TEXCOORD0): COLOR {
float4 color = SAMPLE_TEXTURE(text, uv);
return (distance(color, color_replace_from) < threshold ? color_replace_to : color) * in_color;
}
technique Recolor {
pass {
PixelShader = compile ps_2_0 ps_recolor();
}
}

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Effects/AvaliRecolor.o Normal file

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@ -1,192 +1,192 @@
<?xml version="1.0" encoding="utf-8" ?>
<Sprites>
<player_avali path="characters/Avali/" start="idle">
<Origin x="16" y="32" />
<Loop id="idle_carry" path="idle_carry" delay="0.15" />
<Anim id="runSlow_carry" path="run_carry" delay="0.07" />
<Loop id="jumpSlow_carry" path="jump_carry" delay="0.1" frames="0,1" />
<Anim id="fallSlow_carry" path="jump_carry" delay="0.1" frames="2,3" />
<Anim id="pickUp" path="pickup" delay="0.06" />
<Anim id="throw" path="throw" delay="0.06" goto="idle" />
<Anim id="idle" path="idle" delay="0.15" goto="idle"/>
<Anim id="idleA" path="idleA" delay="0.12" goto="idle"/>
<Anim id="idleB" path="idleB" delay="0.16" goto="idle"/>
<Anim id="idleC" path="idleC" delay="0.12" goto="idle"/>
<Anim id="lookUp" path="lookUp" delay="0.15" />
<Loop id="walk" path="walk" delay="0.06" />
<Loop id="push" path="push" delay="0.1" />
<Anim id="runSlow" path="runSlow" delay="0.07" goto="runFast" />
<Loop id="runFast" path="runFast" delay="0.05" />
<Anim id="runStumble" path="runStumble" delay="0.05" frames="10-11,0-11" goto="runFast"/>
<Loop id="runWind" path="run_wind" delay="0.095" frames="0-11"/>
<Loop id="dash" path="dash" delay="0.09" />
<Anim id="dreamDashIn" path="dreamDash" frames="0-3" delay="0.04" goto="dreamDashLoop"/>
<Loop id="dreamDashLoop" path="dreamDash" frames="4-16" delay="0.03" />
<Anim id="dreamDashOut" path="dreamDash" frames="17-20" delay="0.04" />
<Loop id="slide" path="slide" delay="0.03" />
<Loop id="jumpSlow" path="jumpSlow" delay="0.1" frames="0,1" />
<Loop id="jumpFast" path="jumpFast" delay="0.1" frames="0,1" />
<Anim id="fallSlow" path="jumpSlow" delay="0.1" frames="2,3" />
<Anim id="fallFast" path="jumpFast" delay="0.1" frames="2,3" />
<Loop id="tired" path="tired" delay="0.4" />
<Anim id="tiredStill" path="tired" frames="0" />
<Loop id="wallslide" path="climb" frames="0" />
<Anim id="climbLookBackStart" path="climb" delay="0.08" frames="6,7,8" goto="climbLookBack" />
<Loop id="climbLookBack" path="climb" frames="8" />
<Loop id="climbup" path="climb" delay="0.08" frames="0-5" />
<Anim id="climbPush" path="climb" delay="0.04" frames="0,9-11" />
<Anim id="climbPull" path="climb" delay="0.04" frames="0,12-14" />
<Loop id="duck" path="duck" delay="0" frames="0" />
<Anim id="fallPose" path="fallPose" delay="0.1" frames="0-10" goto="idle"/>
<Loop id="edge" path="edge" delay="0.25" frames="0-13" />
<Loop id="edgeBack" path="edge_back" delay="0.25"/>
<Anim id="faint" path="faint" delay="0.1" frames="0-10" goto="fainted" />
<Loop id="fainted" path="faint" delay="0.1" frames="10" />
<Anim id="flip" path="flip" delay="0.04" frames="0-7" goto="runFast"/>
<Loop id="skid" path="flip" delay="0.04" frames="8"/>
<Loop id="dangling" path="dangling" delay="0.11" frames="0-9" />
<Anim id="deadside" path="death_h" delay="0.02" frames="0-12" />
<Anim id="deadup" path="death_h" delay="0.02" frames="0-12" />
<Anim id="deaddown" path="death_h" delay="0.02" frames="0-12" />
<Loop id="swimIdle" path="swim" frames="0-5" delay="0.3" />
<Loop id="swimUp" path="swim" frames="6-11" delay="0.1" />
<Loop id="swimDown" path="swim" frames="12-17" delay="0.15" />
<Anim id="startStarFly" path="startStarFly" delay="0.08" goto="starFly"/>
<Loop id="starFly" path="starFly" delay="0.08"/>
<Loop id="bubble" path="bubble" delay="0.08"/>
<Anim id="fall" path="fall" delay="0.06" frames="0-7" />
<Loop id="bigFall" path="bigFall" frames="0-3" delay="0.06"/>
<Anim id="bigFallRecover" path="bigFall" frames="4*3,5*3,6*3,7*2,8,8,9,10" delay="0.08" goto="swimIdle"/>
<Anim id="sleep" path="sleep" delay="0.1" frames="0,1*2,2,3*2,4*2,5*2,6*2,7*2,8*2,9*3,10*3,11-19" />
<Anim id="bagdown" path="sleep" delay="0.1" frames="0,1*2,2*2,3*2,4*2,5*2,6*2,7*2,8*2,9*3,10*3,11" />
<Anim id="asleep" path="wakeUp/" frames="0" />
<Anim id="wakeUp" path="wakeUp/" delay=".16" frames="0*4,1,2*8,3*2,4-13" />
<Anim id="halfWakeUp" path="wakeUp/" delay=".16" frames="13" />
<Loop id="spin" path="spin" delay="0.1" />
<Loop id="shaking" path="shaking" delay="0.1" />
<Loop id="hug" path="hug" delay="0.08"/>
<Anim id="starMorph" path="starMorph" delay="0.06" frames="0-9" goto="starMorphIdle"/>
<Loop id="starMorphIdle" path="starMorph" frames="10" delay="0.06"/>
<Loop id="carryTheoWalk" path="walk_carry_theo" frames="0-11" delay="0.06"/>
<Anim id="carryTheoCollapse" path="walk_carry_theo" frames="12-18" delay="0.06"/>
<Anim id="tentacle_grab" path="tentacle/grab" delay="0.06" frames="0-14" goto="tentacle_grabbed"/>
<Loop id="tentacle_grabbed" path="tentacle/grab" delay="0.1" frames="15-23"/>
<Loop id="tentacle_pull" path="tentacle/grab" frames="24" delay="0.1"/>
<Loop id="tentacle_dangling" path="tentacle/grab" frames="25" delay="0.1"/>
<Anim id="sitDown" path="sitDown" delay="0.1" frames="0,1*2,2,3*2,4*2,5*2,6*2,7*2,8*2,9*2,10*2,11-13"/>
<Loop id="launch" path="launch" delay="0.1" />
<Anim id="launchRecover" path="launchRecover" delay="0.09" />
<Metadata>
<Frames path="starFly" hair="0,3"/>
</Metadata>
</player_avali>
<player_avali_no_backpack copy="player_avali" path="characters/Avali_nb/">
<Anim id="idle" path="idle" delay="0.15" goto="idle"/>
<Anim id="idleA" path="idleA" delay="0.12" goto="idle"/>
<Anim id="idleB" path="idleB" delay="0.12" goto="idle"/>
<Anim id="idleC" path="idleC" delay="0.16" goto="idle"/>
<Anim id="roll" path="roll" frames="0-12" delay="0.05"/>
<Anim id="rollGetUp" path="roll" frames="13-16" delay=".1" goto="downed"/>
<Loop id="downed" path="roll" delay="0.8" frames="17"/>
</player_avali_no_backpack>
<player_sweat path="characters/Avali/sweat/" start="idle">
<Justify x=".55" y="1.05" />
<Loop id="idle" path="idle" />
<Anim id="climb" path="climb" frames="0,1" delay=".1" goto="climbLoop" />
<Loop id="climbLoop" path="climb" frames="2-7" delay=".1" />
<Loop id="still" path="still" delay=".1" />
<Anim id="jump" path="jump" delay=".1" goto="idle" />
<Loop id="danger" path="danger" delay=".05" />
</player_sweat>
<player_avali_playback copy="player_avali" path="characters/Avali_playback/">
<Anim id="idle" path="idle" delay="0.15" goto="idle"/>
<Anim id="idleA" path="idleA" delay="0.12" goto="idle"/>
<Anim id="idleB" path="idleB" delay="0.16" goto="idle"/>
<Anim id="idleC" path="idleC" delay="0.12" goto="idle"/>
<Anim id="roll" path="roll" frames="0-12" delay="0.05"/>
<Anim id="rollGetUp" path="roll" frames="13-16" delay=".1" goto="downed"/>
<Loop id="downed" path="roll" delay="0.8" frames="17"/>
</player_avali_playback>
<!-- Objects -->
<payphone_avali path="cutscenes/Avali/payphone/" start="idle">
<Justify x=".5" y="1" />
<Loop id="idle" path="phone" delay="0.1" frames="0"/>
<Anim id="pickUp" path="phone" delay="0.08" frames="1-11"/>
<Loop id="talkPhone" path="phone" delay="0.08" frames="11"/>
<Anim id="jumpBack" path="phone" delay="0.08" frames="12-17"/>
<Anim id="scare" path="phone" delay="0.08" frames="18-21"/>
<Anim id="transform" path="phone" delay="0.08" frames="22-45" />
<Anim id="eat" path="phone" delay="0.08" frames="46-73,83*2,84*2,85*2,86*2,87*2,74-82"/>
<Loop id="monsterIdle" path="phone" delay="0.2" frames="83-87"/>
</payphone_avali>
<lookout_avali path="objects/Avali/lookout/" start="idle">
<Justify x=".5" y="1" />
<Loop id="idle" path="lookout" delay="0.1" frames="0*9,1-4"/>
<Anim id="lookRight" path="lookout" delay="0.08" frames="5-7,9" goto="looking"/>
<Anim id="lookLeft" path="lookout" delay="0.08" frames="18-20,8,9" goto="looking"/>
<Loop id="looking" path="lookout" delay="0.08" frames="9"/>
<Loop id="lookingUp" path="lookout" frames="10"/>
<Loop id="lookingUpRight" path="lookout" frames="11"/>
<Loop id="lookingRight" path="lookout" frames="12"/>
<Loop id="lookingDownRight" path="lookout" frames="13"/>
<Loop id="lookingDown" path="lookout" frames="14"/>
<Loop id="lookingDownLeft" path="lookout" frames="15"/>
<Loop id="lookingLeft" path="lookout" frames="16"/>
<Loop id="lookingUpLeft" path="lookout" frames="17"/>
<Loop id="badeline_idle" path="badeline" delay="0.1" frames="5*9,6"/>
<Anim id="badeline_lookRight" path="badeline" delay="0.08" frames="0-4" goto="badeline_looking"/>
<Anim id="badeline_lookLeft" path="badeline" delay="0.08" frames="15-17,3,4" goto="badeline_looking"/>
<Loop id="badeline_looking" path="badeline" delay="0.08" frames="4"/>
<Loop id="badeline_lookingUp" path="badeline" frames="7"/>
<Loop id="badeline_lookingUpRight" path="badeline" frames="8"/>
<Loop id="badeline_lookingRight" path="badeline" frames="9"/>
<Loop id="badeline_lookingDownRight" path="badeline" frames="10"/>
<Loop id="badeline_lookingDown" path="badeline" frames="11"/>
<Loop id="badeline_lookingDownLeft" path="badeline" frames="12"/>
<Loop id="badeline_lookingLeft" path="badeline" frames="13"/>
<Loop id="badeline_lookingUpLeft" path="badeline" frames="14"/>
<Loop id="nobackpack_idle" path="lookout" delay="0.1" frames="0*9,1-4"/>
<Anim id="nobackpack_lookRight" path="lookout" delay="0.08" frames="5-7,9" goto="nobackpack_looking"/>
<Anim id="nobackpack_lookLeft" path="lookout" delay="0.08" frames="18-20,8,9" goto="nobackpack_looking"/>
<Loop id="nobackpack_looking" path="lookout" delay="0.08" frames="9"/>
<Loop id="nobackpack_lookingUp" path="lookout" frames="10"/>
<Loop id="nobackpack_lookingUpRight" path="lookout" frames="11"/>
<Loop id="nobackpack_lookingRight" path="lookout" frames="12"/>
<Loop id="nobackpack_lookingDownRight" path="lookout" frames="13"/>
<Loop id="nobackpack_lookingDown" path="lookout" frames="14"/>
<Loop id="nobackpack_lookingDownLeft" path="lookout" frames="15"/>
<Loop id="nobackpack_lookingLeft" path="lookout" frames="16"/>
<Loop id="nobackpack_lookingUpLeft" path="lookout" frames="17"/>
</lookout_avali>
</Sprites>
<?xml version="1.0" encoding="utf-8" ?>
<Sprites>
<player_avali path="characters/Avali/" start="idle">
<Origin x="16" y="32" />
<Loop id="idle_carry" path="idle_carry" delay="0.15" />
<Anim id="runSlow_carry" path="run_carry" delay="0.07" />
<Loop id="jumpSlow_carry" path="jump_carry" delay="0.1" frames="0,1" />
<Anim id="fallSlow_carry" path="jump_carry" delay="0.1" frames="2,3" />
<Anim id="pickUp" path="pickup" delay="0.06" />
<Anim id="throw" path="throw" delay="0.06" goto="idle" />
<Anim id="idle" path="idle" delay="0.15" goto="idle"/>
<Anim id="idleA" path="idleA" delay="0.12" goto="idle"/>
<Anim id="idleB" path="idleB" delay="0.16" goto="idle"/>
<Anim id="idleC" path="idleC" delay="0.12" goto="idle"/>
<Anim id="lookUp" path="lookUp" delay="0.15" />
<Loop id="walk" path="walk" delay="0.06" />
<Loop id="push" path="push" delay="0.1" />
<Anim id="runSlow" path="runSlow" delay="0.07" goto="runFast" />
<Loop id="runFast" path="runFast" delay="0.05" />
<Anim id="runStumble" path="runStumble" delay="0.05" frames="10-11,0-11" goto="runFast"/>
<Loop id="runWind" path="run_wind" delay="0.095" frames="0-11"/>
<Loop id="dash" path="dash" delay="0.09" />
<Anim id="dreamDashIn" path="dreamDash" frames="0-3" delay="0.04" goto="dreamDashLoop"/>
<Loop id="dreamDashLoop" path="dreamDash" frames="4-16" delay="0.03" />
<Anim id="dreamDashOut" path="dreamDash" frames="17-20" delay="0.04" />
<Loop id="slide" path="slide" delay="0.03" />
<Loop id="jumpSlow" path="jumpSlow" delay="0.1" frames="0,1" />
<Loop id="jumpFast" path="jumpFast" delay="0.1" frames="0,1" />
<Anim id="fallSlow" path="jumpSlow" delay="0.1" frames="2,3" />
<Anim id="fallFast" path="jumpFast" delay="0.1" frames="2,3" />
<Loop id="tired" path="tired" delay="0.4" />
<Anim id="tiredStill" path="tired" frames="0" />
<Loop id="wallslide" path="climb" frames="0" />
<Anim id="climbLookBackStart" path="climb" delay="0.08" frames="6,7,8" goto="climbLookBack" />
<Loop id="climbLookBack" path="climb" frames="8" />
<Loop id="climbup" path="climb" delay="0.08" frames="0-5" />
<Anim id="climbPush" path="climb" delay="0.04" frames="0,9-11" />
<Anim id="climbPull" path="climb" delay="0.04" frames="0,12-14" />
<Loop id="duck" path="duck" delay="0" frames="0" />
<Anim id="fallPose" path="fallPose" delay="0.1" frames="0-10" goto="idle"/>
<Loop id="edge" path="edge" delay="0.25" frames="0-13" />
<Loop id="edgeBack" path="edge_back" delay="0.25"/>
<Anim id="faint" path="faint" delay="0.1" frames="0-10" goto="fainted" />
<Loop id="fainted" path="faint" delay="0.1" frames="10" />
<Anim id="flip" path="flip" delay="0.04" frames="0-7" goto="runFast"/>
<Loop id="skid" path="flip" delay="0.04" frames="8"/>
<Loop id="dangling" path="dangling" delay="0.11" frames="0-9" />
<Anim id="deadside" path="death_h" delay="0.02" frames="0-12" />
<Anim id="deadup" path="death_h" delay="0.02" frames="0-12" />
<Anim id="deaddown" path="death_h" delay="0.02" frames="0-12" />
<Loop id="swimIdle" path="swim" frames="0-5" delay="0.3" />
<Loop id="swimUp" path="swim" frames="6-11" delay="0.1" />
<Loop id="swimDown" path="swim" frames="12-17" delay="0.15" />
<Anim id="startStarFly" path="startStarFly" delay="0.08" goto="starFly"/>
<Loop id="starFly" path="starFly" delay="0.08"/>
<Loop id="bubble" path="bubble" delay="0.08"/>
<Anim id="fall" path="fall" delay="0.06" frames="0-7" />
<Loop id="bigFall" path="bigFall" frames="0-3" delay="0.06"/>
<Anim id="bigFallRecover" path="bigFall" frames="4*3,5*3,6*3,7*2,8,8,9,10" delay="0.08" goto="swimIdle"/>
<Anim id="sleep" path="sleep" delay="0.1" frames="0,1*2,2,3*2,4*2,5*2,6*2,7*2,8*2,9*3,10*3,11-19" />
<Anim id="bagdown" path="sleep" delay="0.1" frames="0,1*2,2*2,3*2,4*2,5*2,6*2,7*2,8*2,9*3,10*3,11" />
<Anim id="asleep" path="wakeUp/" frames="0" />
<Anim id="wakeUp" path="wakeUp/" delay=".16" frames="0*4,1,2*8,3*2,4-13" />
<Anim id="halfWakeUp" path="wakeUp/" delay=".16" frames="13" />
<Loop id="spin" path="spin" delay="0.1" />
<Loop id="shaking" path="shaking" delay="0.1" />
<Loop id="hug" path="hug" delay="0.08"/>
<Anim id="starMorph" path="starMorph" delay="0.06" frames="0-9" goto="starMorphIdle"/>
<Loop id="starMorphIdle" path="starMorph" frames="10" delay="0.06"/>
<Loop id="carryTheoWalk" path="walk_carry_theo" frames="0-11" delay="0.06"/>
<Anim id="carryTheoCollapse" path="walk_carry_theo" frames="12-18" delay="0.06"/>
<Anim id="tentacle_grab" path="tentacle/grab" delay="0.06" frames="0-14" goto="tentacle_grabbed"/>
<Loop id="tentacle_grabbed" path="tentacle/grab" delay="0.1" frames="15-23"/>
<Loop id="tentacle_pull" path="tentacle/grab" frames="24" delay="0.1"/>
<Loop id="tentacle_dangling" path="tentacle/grab" frames="25" delay="0.1"/>
<Anim id="sitDown" path="sitDown" delay="0.1" frames="0,1*2,2,3*2,4*2,5*2,6*2,7*2,8*2,9*2,10*2,11-13"/>
<Loop id="launch" path="launch" delay="0.1" />
<Anim id="launchRecover" path="launchRecover" delay="0.09" />
<Metadata>
<Frames path="starFly" hair="0,3"/>
</Metadata>
</player_avali>
<player_avali_no_backpack copy="player_avali" path="characters/Avali_nb/">
<Anim id="idle" path="idle" delay="0.15" goto="idle"/>
<Anim id="idleA" path="idleA" delay="0.12" goto="idle"/>
<Anim id="idleB" path="idleB" delay="0.12" goto="idle"/>
<Anim id="idleC" path="idleC" delay="0.16" goto="idle"/>
<Anim id="roll" path="roll" frames="0-12" delay="0.05"/>
<Anim id="rollGetUp" path="roll" frames="13-16" delay=".1" goto="downed"/>
<Loop id="downed" path="roll" delay="0.8" frames="17"/>
</player_avali_no_backpack>
<player_sweat path="characters/Avali/sweat/" start="idle">
<Justify x=".55" y="1.05" />
<Loop id="idle" path="idle" />
<Anim id="climb" path="climb" frames="0,1" delay=".1" goto="climbLoop" />
<Loop id="climbLoop" path="climb" frames="2-7" delay=".1" />
<Loop id="still" path="still" delay=".1" />
<Anim id="jump" path="jump" delay=".1" goto="idle" />
<Loop id="danger" path="danger" delay=".05" />
</player_sweat>
<player_avali_playback copy="player_avali" path="characters/Avali_playback/">
<Anim id="idle" path="idle" delay="0.15" goto="idle"/>
<Anim id="idleA" path="idleA" delay="0.12" goto="idle"/>
<Anim id="idleB" path="idleB" delay="0.16" goto="idle"/>
<Anim id="idleC" path="idleC" delay="0.12" goto="idle"/>
<Anim id="roll" path="roll" frames="0-12" delay="0.05"/>
<Anim id="rollGetUp" path="roll" frames="13-16" delay=".1" goto="downed"/>
<Loop id="downed" path="roll" delay="0.8" frames="17"/>
</player_avali_playback>
<!-- Objects -->
<payphone_avali path="cutscenes/Avali/payphone/" start="idle">
<Justify x=".5" y="1" />
<Loop id="idle" path="phone" delay="0.1" frames="0"/>
<Anim id="pickUp" path="phone" delay="0.08" frames="1-11"/>
<Loop id="talkPhone" path="phone" delay="0.08" frames="11"/>
<Anim id="jumpBack" path="phone" delay="0.08" frames="12-17"/>
<Anim id="scare" path="phone" delay="0.08" frames="18-21"/>
<Anim id="transform" path="phone" delay="0.08" frames="22-45" />
<Anim id="eat" path="phone" delay="0.08" frames="46-73,83*2,84*2,85*2,86*2,87*2,74-82"/>
<Loop id="monsterIdle" path="phone" delay="0.2" frames="83-87"/>
</payphone_avali>
<lookout_avali path="objects/Avali/lookout/" start="idle">
<Justify x=".5" y="1" />
<Loop id="idle" path="lookout" delay="0.1" frames="0*9,1-4"/>
<Anim id="lookRight" path="lookout" delay="0.08" frames="5-7,9" goto="looking"/>
<Anim id="lookLeft" path="lookout" delay="0.08" frames="18-20,8,9" goto="looking"/>
<Loop id="looking" path="lookout" delay="0.08" frames="9"/>
<Loop id="lookingUp" path="lookout" frames="10"/>
<Loop id="lookingUpRight" path="lookout" frames="11"/>
<Loop id="lookingRight" path="lookout" frames="12"/>
<Loop id="lookingDownRight" path="lookout" frames="13"/>
<Loop id="lookingDown" path="lookout" frames="14"/>
<Loop id="lookingDownLeft" path="lookout" frames="15"/>
<Loop id="lookingLeft" path="lookout" frames="16"/>
<Loop id="lookingUpLeft" path="lookout" frames="17"/>
<Loop id="badeline_idle" path="badeline" delay="0.1" frames="5*9,6"/>
<Anim id="badeline_lookRight" path="badeline" delay="0.08" frames="0-4" goto="badeline_looking"/>
<Anim id="badeline_lookLeft" path="badeline" delay="0.08" frames="15-17,3,4" goto="badeline_looking"/>
<Loop id="badeline_looking" path="badeline" delay="0.08" frames="4"/>
<Loop id="badeline_lookingUp" path="badeline" frames="7"/>
<Loop id="badeline_lookingUpRight" path="badeline" frames="8"/>
<Loop id="badeline_lookingRight" path="badeline" frames="9"/>
<Loop id="badeline_lookingDownRight" path="badeline" frames="10"/>
<Loop id="badeline_lookingDown" path="badeline" frames="11"/>
<Loop id="badeline_lookingDownLeft" path="badeline" frames="12"/>
<Loop id="badeline_lookingLeft" path="badeline" frames="13"/>
<Loop id="badeline_lookingUpLeft" path="badeline" frames="14"/>
<Loop id="nobackpack_idle" path="lookout" delay="0.1" frames="0*9,1-4"/>
<Anim id="nobackpack_lookRight" path="lookout" delay="0.08" frames="5-7,9" goto="nobackpack_looking"/>
<Anim id="nobackpack_lookLeft" path="lookout" delay="0.08" frames="18-20,8,9" goto="nobackpack_looking"/>
<Loop id="nobackpack_looking" path="lookout" delay="0.08" frames="9"/>
<Loop id="nobackpack_lookingUp" path="lookout" frames="10"/>
<Loop id="nobackpack_lookingUpRight" path="lookout" frames="11"/>
<Loop id="nobackpack_lookingRight" path="lookout" frames="12"/>
<Loop id="nobackpack_lookingDownRight" path="lookout" frames="13"/>
<Loop id="nobackpack_lookingDown" path="lookout" frames="14"/>
<Loop id="nobackpack_lookingDownLeft" path="lookout" frames="15"/>
<Loop id="nobackpack_lookingLeft" path="lookout" frames="16"/>
<Loop id="nobackpack_lookingUpLeft" path="lookout" frames="17"/>
</lookout_avali>
</Sprites>

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View File

@ -1,278 +1,429 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Monocle;
using System;
using MonoMod.Cil;
using MonoMod.Utils;
using System.Collections.Generic;
namespace Celeste.Mod.AvaliSkin {
// This code was built off of max480's code for the Pro Banana Skin.
// Other mods I referenced include SkinModHelper and Kayden Fox skin.
public class AvaliSkinModule : EverestModule {
public static AvaliSkinModule Instance;
public override Type SettingsType => typeof(AvaliSkinSettings);
public static AvaliSkinSettings Settings => (AvaliSkinSettings) Instance._Settings;
public static SpriteBank AvaliSpriteBank;
// the dash colors, tbr
private static Color ZeroDashColor;
private static Color OneDashColor;
private static Color TwoDashColor;
private static Color ThreeDashColor;
private static Color FourDashColor;
private static Color FiveDashColor;
// recolored dash particles (A = 0-dash, B = 1-dash, C = 2-dash)
private static ParticleType P_DashA;
private static ParticleType P_DashB;
private static ParticleType P_DashC;
// Atlas for Color1 and Color2; we'll see if we need these later.
// private static Atlas Col1Atlas;
// private static Atlas Col2Atlas;
// Color Grade IDs
private static string dashGID;
// private static string col1GID;
// private static string col2GID;
public AvaliSkinModule() {
Instance = this;
}
public override void Load() {
On.Celeste.PlayerSprite.ctor += onPlayerSpriteConstructor;
On.Celeste.Player.Render += onPlayerRender;
On.Celeste.Player.GetCurrentTrailColor += onPlayerGetTrailColor;
On.Celeste.Player.UpdateHair += onPlayerUpdateHair;
On.Celeste.Player.DashUpdate += onPlayerDashUpdate;
IL.Celeste.DeathEffect.Draw += DeathEffectDrawHook;
On.Celeste.Payphone.ctor += onPayphoneConstructor;
On.Celeste.Lookout.ctor += onLookoutConstructor;
}
public override void LoadContent(bool firstLoad) {
base.LoadContent(firstLoad);
}
public override void Unload() {
On.Celeste.PlayerSprite.ctor -= onPlayerSpriteConstructor;
On.Celeste.Player.Render -= onPlayerRender;
On.Celeste.Player.GetCurrentTrailColor -= onPlayerGetTrailColor;
On.Celeste.Player.UpdateHair -= onPlayerUpdateHair;
On.Celeste.Player.DashUpdate -= onPlayerDashUpdate;
IL.Celeste.DeathEffect.Draw -= DeathEffectDrawHook;
On.Celeste.Payphone.ctor -= onPayphoneConstructor;
On.Celeste.Lookout.ctor -= onLookoutConstructor;
}
private void onPlayerSpriteConstructor(On.Celeste.PlayerSprite.orig_ctor orig, PlayerSprite self, PlayerSpriteMode mode) {
orig(self, mode);
if (Settings.Enabled) {
// set the dash colors
ZeroDashColor = ColorsToHex.SettingToColor(Settings.ZeroDash);
OneDashColor = ColorsToHex.SettingToColor(Settings.OneDash);
TwoDashColor = ColorsToHex.SettingToColor(Settings.TwoDash);
ThreeDashColor = ColorsToHex.SettingToColor(Settings.ThreeDash);
FourDashColor = ColorsToHex.SettingToColor(Settings.FourDash);
FiveDashColor = ColorsToHex.SettingToColor(Settings.FiveDash);
// build the small dash particles
P_DashA = new ParticleType(Player.P_DashA)
{
Color = ZeroDashColor,
Color2 = OneDashColor,
};
P_DashB = new ParticleType(Player.P_DashA)
{
Color = OneDashColor,
Color2 = TwoDashColor,
};
P_DashC = new ParticleType(Player.P_DashA)
{
Color = TwoDashColor,
Color2 = TwoDashColor,
};
if (self.Mode == PlayerSpriteMode.Madeline || self.Mode == PlayerSpriteMode.MadelineNoBackpack || self.Mode == PlayerSpriteMode.Playback)
{
string sprID = "";
switch (self.Mode)
{
case PlayerSpriteMode.Madeline:
sprID = "player_avali"; break;
case PlayerSpriteMode.MadelineNoBackpack:
sprID = "player_avali_no_backpack"; break;
case PlayerSpriteMode.Playback:
sprID = "player_avali_playback"; break;
}
PlayerSprite.CreateFramesMetadata(sprID);
GFX.SpriteBank.CreateOn(self, sprID);
}
}
}
private void onPlayerRender(On.Celeste.Player.orig_Render orig, Player self) {
if (Settings.Enabled) {
// we are going to apply a color grade to the Avali using the colors set in settings
// get the dash texture ID
switch (self.Dashes) {
case 0:
dashGID = "mcol_" + Settings.ZeroDash; break;
case 1:
dashGID = "mcol_" + Settings.OneDash; break;
case 2:
dashGID = "mcol_" + Settings.TwoDash; break;
case 3:
dashGID = "mcol_" + Settings.ThreeDash; break;
case 4:
dashGID = "mcol_" + Settings.FourDash; break;
default:
dashGID = "mcol_" + Settings.FiveDash; break;
}
/* get the color1 and color2 grade IDS
col1GID = "col1_" + Settings.ColorOne;
col2GID = "col2_" + Settings.ColorTwo;
This is where code to apply custom color1 and color2 would go, but I've learned that using colorgrades themselves is *not* a viable option, so I have not currently implemented it.
I might need a custom effect.
*/
// apply the colorgrade to the player
Effect fxColorGrading = GFX.FxColorGrading;
fxColorGrading.CurrentTechnique = fxColorGrading.Techniques["ColorGradeSingle"];
Engine.Graphics.GraphicsDevice.Textures[1] = GFX.ColorGrades[dashGID].Texture.Texture_Safe;
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, fxColorGrading, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
// render Avali...
orig(self);
// ... and reset rendering to stop using the color grade.
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
} else {
// skin disabled, just render Maddy
orig(self);
}
}
private void DeathEffectDrawHook(ILContext il)
{
// replace death particle, just like SkinModHelper
ILCursor cursor = new ILCursor(il);
while (cursor.TryGotoNext(MoveType.After, instr => instr.MatchLdstr("characters/player/hair00"))) {
cursor.EmitDelegate<Func<string, string>>(ReplaceDeathParticle);
}
}
private static string ReplaceDeathParticle(string deathParticle)
{
if (Settings.Enabled) {
string newDeathParticle = "characters/Avali/death_particle";
return newDeathParticle;
}
return deathParticle;
}
private Color onPlayerGetTrailColor(On.Celeste.Player.orig_GetCurrentTrailColor orig, Player self) {
if (Settings.Enabled) {
// replace trail colors with marking colors
int dashCount = self.Dashes;
switch (dashCount) {
case 0:
return ZeroDashColor;
case 1:
return OneDashColor;
case 2:
return TwoDashColor;
case 3:
return ThreeDashColor;
case 4:
return FourDashColor;
default:
return FiveDashColor;
}
}
// skin disabled, keep original colors
return orig(self);
}
private void onPlayerUpdateHair(On.Celeste.Player.orig_UpdateHair orig, Player self, bool applyGravity) {
orig(self, applyGravity);
if (Settings.Enabled) {
// change player hair color to match dash colors.
// (hair is invisible, but that influences other things like the orbs when the Avali dies and respawns)
int dashCount = self.Dashes;
switch (dashCount)
{
case 0:
self.Hair.Color = ZeroDashColor; break;
case 1:
self.Hair.Color = OneDashColor; break;
case 2:
self.Hair.Color = TwoDashColor; break;
case 3:
self.Hair.Color = ThreeDashColor; break;
case 4:
self.Hair.Color = FourDashColor; break;
default:
self.Hair.Color = FiveDashColor; break;
}
}
}
private int onPlayerDashUpdate(On.Celeste.Player.orig_DashUpdate orig, Player self) {
if (!Settings.Enabled) {
// skin disabled: just run vanilla code
return orig(self);
}
// back up vanilla particles
ParticleType bakDashA = Player.P_DashA;
ParticleType bakDashB = Player.P_DashB;
ParticleType bakDashBadB = Player.P_DashBadB;
// replace them with recolored ones
Player.P_DashA = P_DashA;
Player.P_DashB = P_DashB;
Player.P_DashBadB = P_DashB;
// run vanilla code: if it emits particles, it will use recolored ones.
int result = orig(self);
// restore vanilla particles
Player.P_DashA = bakDashA;
Player.P_DashB = bakDashB;
Player.P_DashBadB = bakDashBadB;
return result;
}
private void onPayphoneConstructor(On.Celeste.Payphone.orig_ctor orig, Payphone self, Vector2 pos)
{
orig(self, pos);
if (Settings.Enabled)
{
// replace payphone sprites
self.Remove(self.Sprite);
self.Add(self.Sprite = GFX.SpriteBank.Create("payphone_avali"));
self.Sprite.Play("idle");
}
}
private void onLookoutConstructor(On.Celeste.Lookout.orig_ctor orig, Lookout self, EntityData data, Vector2 pos)
{
orig(self, data, pos);
if (Settings.Enabled) {
// replace lookout (binoculars) sprites
DynamicData lookoutData = new DynamicData(self);
Sprite origSpr = lookoutData.Get<Sprite>("sprite");
GFX.SpriteBank.CreateOn(origSpr, "lookout_avali");
}
}
}
}
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Monocle;
using MonoMod.Cil;
using MonoMod.Utils;
using MonoMod.RuntimeDetour;
using Celeste.Mod.CelesteNet.Client;
using Celeste.Mod.CelesteNet.Client.Entities;
using Celeste.Mod.CelesteNet.DataTypes;
using ColorChoice = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorChoice;
using ColorMode = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorMode;
namespace Celeste.Mod.AvaliSkin {
// This code was built off of max480's code for the Pro Banana Skin.
// Other mods I referenced include SkinModHelper, Hyperline, Styleline, and Kayden Fox skin.
public class AvaliSkinModule : EverestModule {
public static AvaliSkinModule Instance;
public override Type SettingsType => typeof(AvaliSkinSettings);
public static AvaliSkinSettings Settings => (AvaliSkinSettings) Instance._Settings;
public static AvaliConfig PlayerConfig {
get => new AvaliConfig {
Enabled = Settings.Enabled,
ColorMode = Settings.ColorModeOpt,
ManualPreset = Settings.DashPreset,
ManualRGB = Settings.DashRGBColor
};
}
private static Effect FxRecolor;
public static EverestModuleMetadata CelesteNetMeta = new EverestModuleMetadata() {
Name = "CelesteNet.Client",
Version = new Version(2, 0, 0)
};
public AvaliSkinModule() => Instance = this;
public override void Load() {
Logger.Log(LogLevel.Info, "AvaliSkin", $"Hooking stuff...");
On.Celeste.LevelLoader.ctor += onLevelLoaderctor;
On.Celeste.Player.Render += onPlayerRender;
if (Everest.Loader.DependencyLoaded(CelesteNetMeta)) {
Logger.Log(LogLevel.Info, "AvaliSkin", $"Hooking for CelesteNet...");
On.Celeste.PlayerSprite.Render += onPlayerSpriteRenderCelestenet;
On.Celeste.PlayerSprite.Render += onPlayerSpriteRenderCelestenetMisc;
} else {
On.Celeste.PlayerSprite.Render += onPlayerSpriteRenderMisc;
}
using (new DetourContext("AvaliSkinModule") {
After = { "Hyperline" }
}) {
On.Celeste.Player.GetCurrentTrailColor += onPlayerGetTrailColor;
On.Celeste.Player.UpdateHair += onPlayerUpdateHair;
On.Celeste.Player.DashUpdate += onPlayerDashUpdate;
}
IL.Celeste.DeathEffect.Draw += DeathEffectDrawHook;
On.Celeste.Payphone.ctor += onPayphoneConstructor;
On.Celeste.Lookout.ctor += onLookoutConstructor;
}
public override void LoadContent(bool firstLoad) {
base.LoadContent(firstLoad);
IGraphicsDeviceService graphicsDeviceService =
Engine.Instance.Content.ServiceProvider
.GetService(typeof(IGraphicsDeviceService))
as IGraphicsDeviceService;
ModAsset asset = Everest.Content.Get("Effects/AvaliRecolor.o", true);
FxRecolor = new Effect(graphicsDeviceService.GraphicsDevice, asset.Data);
}
public override void Unload() {
Logger.Log(LogLevel.Info, "AvaliSkin", $"Unhooking stuff...");
On.Celeste.LevelLoader.ctor -= onLevelLoaderctor;
On.Celeste.Player.Render -= onPlayerRender;
if (Everest.Loader.DependencyLoaded(CelesteNetMeta)) {
Logger.Log(LogLevel.Info, "AvaliSkin", $"Unhooking hooks for CelesteNet...");
On.Celeste.PlayerSprite.Render -= onPlayerSpriteRenderCelestenet;
On.Celeste.PlayerSprite.Render -= onPlayerSpriteRenderCelestenetMisc;
} else {
On.Celeste.PlayerSprite.Render -= onPlayerSpriteRenderMisc;
}
using (new DetourContext("AvaliSkinModule") {
After = { "Hyperline" }
}) {
On.Celeste.Player.GetCurrentTrailColor -= onPlayerGetTrailColor;
On.Celeste.Player.UpdateHair -= onPlayerUpdateHair;
On.Celeste.Player.DashUpdate -= onPlayerDashUpdate;
}
IL.Celeste.DeathEffect.Draw -= DeathEffectDrawHook;
On.Celeste.Payphone.ctor -= onPayphoneConstructor;
On.Celeste.Lookout.ctor -= onLookoutConstructor;
FxRecolor.Dispose();
}
private void trySpriteSwap(PlayerSprite sprite, bool enabled) {
DynamicData dd = DynamicData.For(sprite);
bool oldEnabled = false;
// TryGet crashes with value types (of course; obviously!)
// So we use a object type with the nullable bool... this is a bug in monomod?
if (dd.TryGet<bool?>("avaliskin_enabled", out bool? ddoldEnabled)) {
oldEnabled = (bool) ddoldEnabled;
}
if (oldEnabled != enabled) {
string spriteID = "";
switch (sprite.Mode) {
case PlayerSpriteMode.Madeline:
spriteID = enabled ? "player_avali" : "player"; break;
case PlayerSpriteMode.MadelineNoBackpack:
spriteID = enabled ? "player_avali_no_backpack" : "player_no_backpack"; break;
case PlayerSpriteMode.Playback:
spriteID = enabled ? "player_avali_playback" : "player_playback"; break;
default: return;
}
dd.Set("avaliskin_enabled", (bool?) enabled);
Vector2 pos = sprite.RenderPosition;
GFX.SpriteBank.CreateOn(sprite, spriteID);
sprite.RenderPosition = pos;
}
}
private void onLevelLoaderctor(
On.Celeste.LevelLoader.orig_ctor orig, LevelLoader self,
Session session, Vector2? startPosition = null
) {
orig(self, session, startPosition);
// This only needs to be ran once, but we can't run this in LoadContent
// because the sprites are not loaded yet... see the original Everest
// source for this function
PlayerSprite.CreateFramesMetadata("player_avali");
PlayerSprite.CreateFramesMetadata("player_avali_no_backpack");
PlayerSprite.CreateFramesMetadata("player_avali_playback");
}
private void onPlayerRender(On.Celeste.Player.orig_Render orig, Player self) {
PlayerSprite sprite = self.Sprite;
if (sprite.Scene != null && PlayerConfig.IsEnabled(self)) {
// swap out the player's spritebank if the enabled state changed
trySpriteSwap(sprite, true);
Color color = PlayerConfig.GetColor(self);
// apply the recolor effect to the player:
// replace the color #1ud589 in the sprite with color
FxRecolor.Parameters["threshold"].SetValue(0.01f);
FxRecolor.Parameters["color_replace_from"].SetValue(
(new Color((byte) 0x1u, 0xd5, 0x89, 0xff)).ToVector4()
);
FxRecolor.Parameters["color_replace_to"].SetValue(color.ToVector4());
FxRecolor.CurrentTechnique = FxRecolor.Techniques["Recolor"];
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
// render Avali...
orig(self);
// ... and reset rendering to stop using the effect
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
} else if (self.Scene != null) {
trySpriteSwap(sprite, false);
orig(self);
} else {
orig(self);
}
}
private void onPlayerSpriteRenderMisc(On.Celeste.PlayerSprite.orig_Render orig, PlayerSprite self) {
Player player = Engine.Scene.Tracker.GetEntity<Player>();
if (player == null) {
orig(self);
return;
}
// This handles rendering of misc instances of PlayerSprites:
// usually player playback entities and the such.
if (
self.Scene != null
&& (self.Entity == null || !(self.Entity is Player))
) {
if (PlayerConfig.IsEnabled(player)) {
trySpriteSwap(self, true);
Color color = PlayerConfig.GetColor(player);
// apply the recolor effect to the sprite
// replace the color #1ud589 in the sprite with color
FxRecolor.Parameters["threshold"].SetValue(0.01f);
FxRecolor.Parameters["color_replace_from"].SetValue(
(new Color((byte) 0x1u, 0xd5, 0x89, 0xff)).ToVector4()
);
FxRecolor.Parameters["color_replace_to"].SetValue(color.ToVector4());
FxRecolor.CurrentTechnique = FxRecolor.Techniques["Recolor"];
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
// render the sprite...
orig(self);
// ... and reset rendering to stop using the effect
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
} else {
trySpriteSwap(self, false);
orig(self);
}
} else {
orig(self);
}
}
private void onPlayerSpriteRenderCelestenetMisc(On.Celeste.PlayerSprite.orig_Render orig, PlayerSprite self) {
// This handles rendering of misc instances of PlayerSprites:
// usually player playback entities and the such.
if (
self.Scene != null && (
self.Entity == null
|| !(self.Entity is Player || self.Entity is Ghost)
)
) {
onPlayerSpriteRenderMisc(orig, self);
} else {
orig(self);
}
}
// CelesteNet must be loaded when calling this function.
private void onPlayerSpriteRenderCelestenet(On.Celeste.PlayerSprite.orig_Render orig, PlayerSprite self) {
// CelesteNet players are not actually Player classes, but instead this custom Ghost class.
// Ghosts have their own custom hair and sprite which we are able to recolor like the player.
// We need to be really paranoid here cuz celestenet jank...
CelesteNetClient client = CelesteNetClientModule.Instance.Client;
AvaliConfig everyoneHasSkin = new AvaliConfig { Enabled = true, ColorMode = ColorMode.ExternalDash};
Color color;
Ghost ghost;
if (
self.Scene != null && self.Entity != null
&& self.Entity is Ghost ghost2 && ghost2.PlayerInfo != null
&& client != null
&& client.Data.TryGetBoundRef<DataPlayerInfo, DataPlayerAvaliSkin>(
ghost2.PlayerInfo.ID,
out DataPlayerAvaliSkin data
) && data != null
&& data.Config.IsEnabled(ghost2)
) {
ghost = ghost2;
color = data.Config.GetColor(ghost);
} else if (
Settings.CelesteNetEveryoneHasSkin
&& self.Scene != null && self.Entity != null
&& self.Entity is Ghost ghost3
&& everyoneHasSkin.IsEnabled(ghost3)
) {
ghost = ghost3;
color = everyoneHasSkin.GetColor(ghost);
} else if (
self.Scene != null && self.Entity != null
&& self.Entity is Ghost _
) {
trySpriteSwap(self, false);
orig(self);
return;
} else {
orig(self);
return;
}
// swap out the ghost's spritebank if the enabled state changed
trySpriteSwap(self, true);
// apply the recolor effect to the ghost:
// replace the color #1ud589 in the sprite with color
FxRecolor.Parameters["threshold"].SetValue(0.01f);
FxRecolor.Parameters["color_replace_from"].SetValue(
(new Color((byte) 0x1u, 0xd5, 0x89, 0xff)).ToVector4()
);
FxRecolor.Parameters["color_replace_to"].SetValue(color.ToVector4());
FxRecolor.CurrentTechnique = FxRecolor.Techniques["Recolor"];
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, FxRecolor, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
// render the ghost...
orig(self);
// ... and reset rendering to stop using the effect
Draw.SpriteBatch.End();
Draw.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.None, RasterizerState.CullNone, null, (self.Scene as Level).GameplayRenderer.Camera.Matrix);
}
private void DeathEffectDrawHook(ILContext il) {
// replace death particle, just like SkinModHelper
ILCursor cursor = new ILCursor(il);
while (cursor.TryGotoNext(MoveType.After, instr => instr.MatchLdstr("characters/player/hair00"))) {
cursor.EmitDelegate<Func<string, string>>(ReplaceDeathParticle);
}
}
private static string ReplaceDeathParticle(string deathParticle) {
if (PlayerConfig.Enabled) {
string newDeathParticle = "characters/Avali/death_particle";
return newDeathParticle;
}
return deathParticle;
}
private Color onPlayerGetTrailColor(On.Celeste.Player.orig_GetCurrentTrailColor orig, Player self) {
Color orig_color = orig(self);
if (PlayerConfig.IsEnabled(self)) {
// Don't change the trail color if another mod is in control of it!
// The hair mod should do be doing that instead of us.
// Furthermore: naively doing this will look strange because the white
// hair flash right after dashing will be copied to the trail.
if (PlayerConfig.ColorMode != ColorMode.ExternalDash) {
// replace trail colors with marking colors
return PlayerConfig.GetColor(self);
}
}
// skin disabled, keep original colors
return orig_color;
}
private void onPlayerUpdateHair(On.Celeste.Player.orig_UpdateHair orig, Player self, bool applyGravity) {
orig(self, applyGravity);
// Don't change the hair color if another mod is in control of it!
if (PlayerConfig.IsEnabled(self) && PlayerConfig.ColorMode != ColorMode.ExternalDash) {
// change player hair color to match dash colors.
// (hair is invisible, but that influences other things like the orbs when the Avali dies and respawns)
self.Hair.Color = PlayerConfig.GetColor(self);
}
}
private int onPlayerDashUpdate(On.Celeste.Player.orig_DashUpdate orig, Player self) {
if (!(
PlayerConfig.IsEnabled(self)
// We can't exfiltrate a dash color in this mode because we can't extract that
// without integrating with the dash color mod, and besides, whatever mod that
// changed the dash color should have also changed these particles regardless.
&& PlayerConfig.ColorMode != ColorMode.ExternalDash
)) {
// disabled, just run vanilla code
return orig(self);
}
Color color = PlayerConfig.GetColor(self);
// back up vanilla particles
ParticleType bakDashA = Player.P_DashA;
ParticleType bakDashB = Player.P_DashB;
ParticleType bakDashBadB = Player.P_DashBadB;
// Replace them with recolored ones.
// We need to generate these dash particles on the fly because multiple players may
// have different colors (e.g. Celestenet).
Player.P_DashA = new ParticleType(Player.P_DashA) {
Color = color,
Color2 = color,
};
Player.P_DashB = Player.P_DashA;
Player.P_DashBadB = Player.P_DashA;
// run vanilla code: if it emits particles, it will use recolored ones.
int result = orig(self);
// restore vanilla particles
Player.P_DashA = bakDashA;
Player.P_DashB = bakDashB;
Player.P_DashBadB = bakDashBadB;
return result;
}
private void onPayphoneConstructor(On.Celeste.Payphone.orig_ctor orig, Payphone self, Vector2 pos) {
orig(self, pos);
if (Settings.Enabled) {
// replace payphone sprites
self.Remove(self.Sprite);
self.Add(self.Sprite = GFX.SpriteBank.Create("payphone_avali"));
self.Sprite.Play("idle");
}
}
private void onLookoutConstructor(On.Celeste.Lookout.orig_ctor orig, Lookout self, EntityData data, Vector2 pos) {
orig(self, data, pos);
if (Settings.Enabled) {
// replace lookout (binoculars) sprites
DynamicData lookoutData = new DynamicData(self);
Sprite origSpr = lookoutData.Get<Sprite>("sprite");
GFX.SpriteBank.CreateOn(origSpr, "lookout_avali");
}
}
}
}

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@ -1,94 +1,326 @@
using Monocle;
namespace Celeste.Mod.AvaliSkin
{
[SettingName("AVALI_SKIN_TITLE")]
public class AvaliSkinSettings : EverestModuleSettings
{
private bool enabled = true;
[SettingSubText("Note: Enabling/disabling in-game requires either\na reload or death before some things change")]
public bool Enabled
{
get => enabled;
set
{
enabled = value;
if (Engine.Scene is Level level)
{
// we're in a map: reset sprite the same way the Other Self toggle does.
// the hook on PlayerSprite will decide if we should use the Avali skin or not.
Player player = level.Tracker.GetEntity<Player>();
if (player != null)
{
PlayerSpriteMode mode = (SaveData.Instance.Assists.PlayAsBadeline ? PlayerSpriteMode.MadelineAsBadeline : player.DefaultSpriteMode);
if (player.Active)
{
player.ResetSpriteNextFrame(mode);
}
else
{
player.ResetSprite(mode);
}
}
}
}
}
#region AvaliColorSettings
/* For later
[SettingName("AVALI_SKIN_COLORONE")]
public ColorChoice ColorOne { get; set; } = ColorChoice.Beige;
[SettingName("AVALI_SKIN_COLORTWO")]
public ColorChoice ColorTwo { get; set; } = ColorChoice.GreyLight;
*/
[SettingName("AVALI_SKIN_ZERODASH")]
[SettingSubText("Note: Changing colors in-game requires either\na reload or death before fully applying")]
public ColorChoice ZeroDash { get; set; } = ColorChoice.BlueLight;
[SettingName("AVALI_SKIN_ONEDASH")]
public ColorChoice OneDash { get; set; } = ColorChoice.Turquoise;
[SettingName("AVALI_SKIN_TWODASH")]
public ColorChoice TwoDash { get; set; } = ColorChoice.Pink;
[SettingName("AVALI_SKIN_THREEDASH")]
public ColorChoice ThreeDash { get; set; } = ColorChoice.BlueDark;
[SettingName("AVALI_SKIN_FOURDASH")]
public ColorChoice FourDash { get; set; } = ColorChoice.Yellow;
[SettingName("AVALI_SKIN_FIVEDASH")]
public ColorChoice FiveDash { get; set; } = ColorChoice.Red;
#endregion
public enum ColorChoice
{
Beige,
Black,
BlueDark,
BlueLight,
Brown,
Cyan,
GreenDark,
GreenLight,
GreyDark,
GreyLight,
Magenta,
Orange,
Pink,
Purple,
Red,
Turquoise,
White,
Yellow,
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Monocle;
using YamlDotNet.Serialization;
namespace Celeste.Mod.AvaliSkin {
[SettingName("AVALI_SKIN_TITLE")]
public class AvaliSkinSettings : EverestModuleSettings {
private void updateOptions() {
bool loadedCelestenet = Everest.Loader.DependencyLoaded(AvaliSkinModule.CelesteNetMeta);
// send the new settings to other celestenet players if we're connected
if (loadedCelestenet) { updateSkinCelestenet(); }
// menu is not loaded; don't bother
if (ColorModeOptItem == null) { return; }
// disable all the normal options if the main toggle is disabled
ColorModeOptItem.Disabled = !Enabled;
ColorSubmenuItem.Disabled = !Enabled;
// change up the colormode note based on the selection
string colorModeNote = "";
switch (ColorModeOpt) {
case ColorMode.ExternalDash: colorModeNote = "modoptions_avaliskin_colormodeopt_ExternalDash_note"; break;
case ColorMode.ManualPreset: colorModeNote = "modoptions_avaliskin_colormodeopt_ManualPreset_note"; break;
case ColorMode.ManualRGB: colorModeNote = "modoptions_avaliskin_colormodeopt_ManualRGB_note"; break;
}
ColorModeOptNote.Title = colorModeNote.DialogOrKey();
// no point in showing the submenu at all for externaldash; there's
// nothing to configure!
ColorSubmenuItem.Visible = ColorModeOpt != ColorMode.ExternalDash;
// disable and change item visibility based on main toggle or colormode
foreach (var item in DashRGBItems) {
item.Disabled = !Enabled;
item.Visible = ColorModeOpt == ColorMode.ManualRGB;
}
foreach (var item in DashPresetItems) {
item.Disabled = !Enabled;
item.Visible = ColorModeOpt == ColorMode.ManualPreset;
}
// Disable if Celestenet is not installed/enabled.
EnableCelesteNetItem.Disabled = !loadedCelestenet;
// Independently disable the celestenet options
// The user might want the skin disabled, but not for others!
// Also disable these options if Celestenet is not installed/enabled.
CelesteNetSyncItem.Disabled = !EnableCelesteNet || !loadedCelestenet;
CelesteNetEveryoneHasSkinItem.Disabled = !EnableCelesteNet || !loadedCelestenet;
}
// CelesteNet must be loaded when calling this function.
private void updateSkinCelestenet() {
// this needs to be in a seperate function because the entire component
// relies on an assembly reference
if (CelesteNetAvaliComponent.Instance != null) {
CelesteNetAvaliComponent.Instance.SendAvaliSkin();
}
}
// note: YamlDotNet ignores all private member variables
private bool enabled = true;
public bool Enabled {
get => enabled;
set {
enabled = value;
if (Engine.Scene is Level level) {
// we're in a map: reset sprite the same way the Other Self toggle does.
// the hook on PlayerSprite will decide if we should use the Avali skin or not.
Player player = level.Tracker.GetEntity<Player>();
if (player != null) {
PlayerSpriteMode mode = (SaveData.Instance.Assists.PlayAsBadeline ? PlayerSpriteMode.MadelineAsBadeline : player.DefaultSpriteMode);
if (player.Active) {
player.ResetSpriteNextFrame(mode);
} else {
player.ResetSprite(mode);
}
}
}
updateOptions();
}
}
public enum ColorMode {
ExternalDash,
ManualPreset,
ManualRGB
}
public ColorMode ColorModeOpt { get; set; } = ColorMode.ExternalDash;
private TextMenu.Item ColorModeOptItem;
private TextMenu.SubHeader ColorModeOptNote;
public void CreateColorModeOptEntry(TextMenu menu, bool inGame) {
ColorModeOptItem = new TextMenuExt.EnumerableSlider<ColorMode>(
"modoptions_avaliskin_colormodeopt".DialogOrKey(),
// Enum.GetValues returns an Array, which is not enumerable.
// However, normal object vectors are. So...
((ColorMode[]) Enum.GetValues(typeof(ColorMode))).Select(
variant => new KeyValuePair<ColorMode, string>(
variant,
$"modoptions_avaliskin_colormodeopt_{variant.ToString()}".DialogOrKey()
)
),
ColorModeOpt
).Change(opt => {
ColorModeOpt = opt;
updateOptions();
});
menu.Add(ColorModeOptItem);
ColorModeOptItem.AddDescription(menu, "modoptions_avaliskin_colormodeopt_note".DialogOrKey());
List<TextMenu.Item> items = menu.GetItems();
ColorModeOptNote = (TextMenu.SubHeader) items[items.IndexOf(ColorModeOptItem) + 1];
}
#region AvaliColorSettings
// ColorSubmenu is a dummy setting that is only used to position the
// Submenu. This setting is never used, hence why it is Void!
[YamlIgnore]
public Void ColorSubmenu { get; set; }
private TextMenuExt.OptionSubMenu ColorSubmenuItem;
public void CreateColorSubmenuEntry(TextMenu menu, bool inGame) {
DashRGBItems.Clear();
DashPresetItems.Clear();
ColorSubmenuItem = new TextMenuExt.OptionSubMenu(
"AVALI_SKIN_COLORS".DialogOrKey()
);
// This generates n submenus, one for each dash
for (int i = 0; i < DashRGBColor.Count; i++) {
TextMenuExt.IntSlider DashRItem, DashGItem, DashBItem;
TextMenu.Option<ColorChoice> DashColorItem;
int j = i; // C# lambda are wierd: capturing i directly mutates the captured variable
ColorSubmenuItem.Add(
$"AVALI_SKIN_DASH{i}".DialogOrKey(),
new List<TextMenu.Item> {
(DashRItem = new TextMenuExt.IntSlider(
"AVALI_SKIN_RED".DialogOrKey(),
0, 255, DashRGBColor[j].R
).Change(
// C# is stupidly pendatic and doesn't support property assignment in List elements
// so we have to do this ugly shit to avoid breaking up this expression into two
c => DashRGBColor[j] = new Color((byte) c, DashRGBColor[j].B, DashRGBColor[j].G)
)),
(DashGItem = new TextMenuExt.IntSlider(
"AVALI_SKIN_BLUE".DialogOrKey(),
0, 255, DashRGBColor[j].G
).Change(
c => DashRGBColor[j] = new Color(DashRGBColor[j].R, (byte) c, DashRGBColor[j].G)
)),
(DashBItem = new TextMenuExt.IntSlider(
"AVALI_SKIN_GREEN".DialogOrKey(),
0, 255, DashRGBColor[j].B
).Change(
c => DashRGBColor[j] = new Color(DashRGBColor[j].R, DashRGBColor[j].B, (byte) c)
)),
(DashColorItem = new TextMenuExt.EnumSlider<ColorChoice>(
"AVALI_SKIN_COLOR".DialogOrKey(),
DashPreset[j]
).Change(c => DashPreset[j] = c)),
}
);
DashRGBItems.Add(DashRItem);
DashRGBItems.Add(DashGItem);
DashRGBItems.Add(DashBItem);
DashPresetItems.Add(DashColorItem);
}
menu.Add(ColorSubmenuItem);
}
// The following two settings DashRGB & DashPreset are not shown, but
// stored. They are set in the above submenu.
[SettingIgnore]
[YamlIgnore]
public List<Color> DashRGBColor { get; set; } = new List<Color> {
ColorUtil.SettingToColor(ColorChoice.BlueLight),
ColorUtil.SettingToColor(ColorChoice.Turquoise),
ColorUtil.SettingToColor(ColorChoice.Pink),
ColorUtil.SettingToColor(ColorChoice.BlueDark),
ColorUtil.SettingToColor(ColorChoice.Yellow),
ColorUtil.SettingToColor(ColorChoice.Red),
};
// this will get (de)serialized from/into a yaml list
[SettingIgnore]
public IEnumerable<string> DashRGB {
get => DashRGBColor.Select(c => ColorUtil.ColorToHex(c));
set {
DashRGBColor = value.Select(c => ColorUtil.HexToColor(c)).ToList();
}
}
// Stores submenu items that are enabled/disabled when colormode is RGB
private List<TextMenuExt.IntSlider> DashRGBItems = new List<TextMenuExt.IntSlider>();
[SettingIgnore]
public List<ColorChoice> DashPreset { get; set; } = new List<ColorChoice> {
ColorChoice.BlueLight,
ColorChoice.Turquoise,
ColorChoice.Pink,
ColorChoice.BlueDark,
ColorChoice.Yellow,
ColorChoice.Red,
};
// Stores submenu items that are enabled/disabled when colormode is preset
private List<TextMenu.Option<ColorChoice>> DashPresetItems = new List<TextMenu.Option<ColorChoice>>();
public bool EnableCelesteNet { get; set; } = true;
[YamlIgnore]
private TextMenu.Item EnableCelesteNetItem;
public void CreateEnableCelesteNetEntry(TextMenu menu, bool inGame) {
menu.Add(new TextMenu.SubHeader(
"modoptions_avaliskin_celestenet_header".DialogOrKey(), false
));
EnableCelesteNetItem = new TextMenu.OnOff(
"modoptions_avaliskin_celestenet".DialogOrKey(),
EnableCelesteNet
).Change(enabled => {
EnableCelesteNet = enabled;
updateOptions();
});
menu.Add(EnableCelesteNetItem);
if (!Everest.Loader.DependencyLoaded(AvaliSkinModule.CelesteNetMeta)) {
menu.Add(new TextMenu.SubHeader(
"modoptions_avaliskin_celestenet_nocelestenet".DialogOrKey(), false
));
}
}
public enum SendReceive {
SendReceive,
Send,
Receive,
None
}
public SendReceive CelesteNetSync { get; set; } = SendReceive.SendReceive;
[YamlIgnore]
private TextMenu.Item CelesteNetSyncItem;
public void CreateCelesteNetSyncEntry(TextMenu menu, bool inGame) {
CelesteNetSyncItem = new TextMenuExt.EnumerableSlider<SendReceive>(
"modoptions_avaliskin_celestenetsync".DialogOrKey(),
((SendReceive[]) Enum.GetValues(typeof(SendReceive))).Select(
variant => new KeyValuePair<SendReceive, string>(
variant,
$"modoptions_avaliskin_celestenetsync_{variant.ToString()}".DialogOrKey()
)
),
CelesteNetSync
).Change(opt => CelesteNetSync = opt);
menu.Add(CelesteNetSyncItem);
CelesteNetSyncItem.AddDescription(
menu,
"modoptions_avaliskin_celestenetsync_note".DialogOrKey()
);
}
public bool CelesteNetEveryoneHasSkin { get; set; } = false;
[YamlIgnore]
private TextMenu.Item CelesteNetEveryoneHasSkinItem;
public void CreateCelesteNetEveryoneHasSkinEntry(TextMenu menu, bool inGame) {
CelesteNetEveryoneHasSkinItem = new TextMenu.OnOff(
"modoptions_avaliskin_celesteneteveryonehasskin".DialogOrKey(),
CelesteNetEveryoneHasSkin
).Change(enabled => CelesteNetEveryoneHasSkin = enabled);
menu.Add(CelesteNetEveryoneHasSkinItem);
CelesteNetEveryoneHasSkinItem.AddDescription(
menu,
"modoptions_avaliskin_celesteneteveryonehasskin_note".DialogOrKey()
);
// call update options once the entire menu is loaded: this item is
// added last
updateOptions();
}
#endregion
public enum ColorChoice
{
Beige,
Black,
BlueDark,
BlueLight,
Brown,
Cyan,
GreenDark,
GreenLight,
GreyDark,
GreyLight,
Magenta,
Orange,
Pink,
Purple,
Red,
Turquoise,
White,
Yellow,
}
}
}

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using Microsoft.Xna.Framework;
using Celeste.Mod.CelesteNet;
using Celeste.Mod.CelesteNet.Client;
using Celeste.Mod.CelesteNet.Client.Entities;
using Celeste.Mod.CelesteNet.DataTypes;
using ColorChoice = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorChoice;
using ColorMode = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorMode;
using SendReceive = Celeste.Mod.AvaliSkin.AvaliSkinSettings.SendReceive;
namespace Celeste.Mod.AvaliSkin {
public class CelesteNetAvaliComponent : CelesteNetGameComponent {
private static AvaliSkinSettings ModuleSettings => AvaliSkinModule.Settings;
public static CelesteNetAvaliComponent Instance;
private CelesteNetClientContext Ctx;
public CelesteNetAvaliComponent(CelesteNetClientContext context, Game game) : base(context, game) {
Instance = this;
Ctx = context;
}
public void Handle(CelesteNetConnection con, DataReady ready) {
SendAvaliSkin();
}
public void SendAvaliSkin() {
if (Ctx.Client != null && Ctx.Client.PlayerInfo != null) {
if (
ModuleSettings.CelesteNetSync == SendReceive.SendReceive
|| ModuleSettings.CelesteNetSync == SendReceive.Send
) {
Logger.Log(LogLevel.Info, "AvaliSkin", $"Sending updated DataPlayerAvaliSkin!");
AvaliConfig config = AvaliSkinModule.PlayerConfig;
Ctx.Client.Send(new DataPlayerAvaliSkin(Ctx.Client.PlayerInfo, config));
}
}
}
}
public class DataPlayerAvaliSkin : DataType<DataPlayerAvaliSkin> {
public AvaliConfig Config;
public DataPlayerInfo Player;
static DataPlayerAvaliSkin() { DataID = "avaliskin_skinconfig"; }
public DataPlayerAvaliSkin() {}
public DataPlayerAvaliSkin(DataPlayerInfo player, AvaliConfig config) {
this.Player = player;
this.Config = config;
}
public override MetaType[] GenerateMeta(DataContext ctx) => new MetaType[] {
new MetaPlayerPrivateState(Player),
new MetaBoundRef(DataType<DataPlayerInfo>.DataID, Player?.ID ?? uint.MaxValue, true)
};
public override void FixupMeta(DataContext ctx) {
Player = Get<MetaPlayerPrivateState>(ctx);
Get<MetaBoundRef>(ctx).ID = Player?.ID ?? uint.MaxValue;
}
protected override void Read(CelesteNetBinaryReader reader) {
Config = new AvaliConfig {
Enabled = reader.ReadBoolean(),
ColorMode = ColorMode.ExternalDash
};
}
protected override void Write(CelesteNetBinaryWriter writer) {
writer.Write(Config.Enabled);
if (Config.Enabled) {
// byte lengthRGB = Math.Min(ManualRGB.Count, 5);
// writer.Write((byte) ManualRGB.Count);
// foreach (var color in ManualRGB) {
// write.WriteNoA(color);
// }
// byte lengthPreset = Math.Min(ManualPreset.Count, 5);
// writer.Write((byte) ManualPreset.Count);
// foreach (var color in ManualPreset) {
// write.Write((byte) color);
// }
}
}
}
}

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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Celeste.Mod.CelesteNet.Client;
using Celeste.Mod.CelesteNet.Client.Entities;
using Celeste.Mod.CelesteNet.DataTypes;
using ColorChoice = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorChoice;
using ColorMode = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorMode;
using SendReceive = Celeste.Mod.AvaliSkin.AvaliSkinSettings.SendReceive;
namespace Celeste.Mod.AvaliSkin {
public class AvaliConfig {
private static AvaliSkinSettings Settings => AvaliSkinModule.Settings;
public bool Enabled;
public ColorMode ColorMode;
public List<ColorChoice> ManualPreset = new List<ColorChoice>();
public List<Color> ManualRGB = new List<Color>();
public bool IsEnabled(Player player) {
return Enabled;
}
public bool IsEnabled(Ghost ghost) {
return Settings.EnableCelesteNet
&& (
(Enabled && (
Settings.CelesteNetSync == SendReceive.SendReceive
|| Settings.CelesteNetSync == SendReceive.Receive
))
|| Settings.CelesteNetEveryoneHasSkin
);
}
// Check sprite.Scene != null && sprite.Entity != null && sprite.Entity is Player player
// before calling this
public Color GetColor(Player player) {
int dashes = player.Dashes;
switch (this.ColorMode) {
case ColorMode.ExternalDash:
// Infrequently, it's possible for the player to momentarily have no hair.
if (player.Hair != null && player.Sprite.HairCount > 0) {
return player.Hair.GetHairColor(0);
} else {
// If the player does have no hair, then just default to
// whatever preset... this only happens momentarily anyways
return ColorUtil.SettingToColor(
ManualPreset[Math.Min(dashes, ManualPreset.Count - 1)]
);
}
case ColorMode.ManualRGB:
return ManualRGB[Math.Min(dashes, ManualRGB.Count - 1)];
case ColorMode.ManualPreset: default:
return ColorUtil.SettingToColor(
ManualPreset[Math.Min(dashes, ManualPreset.Count - 1)]
);
}
}
// Check sprite.Scene != null && sprite.Entity != null && sprite.Entity is Ghost
// before calling this
public Color GetColor(Ghost ghost) {
// Infrequently, it's possible for the ghost to momentarily have no hair.
if (ghost.Hair != null && ghost.Sprite.HairCount > 0) {
return ghost.Hair.GetHairColor(0);
} else {
// todo: wtf???
return new Color(0, 0, 0);
}
}
}
}

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# run make release to compile everything on linux (and maybe on macos too who knows)
SHELL = /bin/bash
# .ONESHELL:
# .SHELLFLAGS=-ec
LIBS = -pkg:dotnet -r:MonoMod.Utils.dll -r:MonoMod.RuntimeDetour.dll \
-r:Celeste.exe -r:MMHOOK_Celeste.dll -r:FNA.dll -r:Mono.Cecil.dll -r:YamlDotNet.dll -r:CelesteNet.Client.dll -r:CelesteNet.Shared.dll
# If this mod is setup in the Celeste/Mods/ directory, then we use the paths:
# - ../../../, which should be the Celeste/ directory, which contains most dlls
# - ./Libraries/, which contains the optional dependency CelesteNet.Client.dll
LIB_PATH = -lib:../../../ -lib:./Libraries/
BINARY=AvaliSkin.dll
.PHONY: default release strip
default: release
# To compile code on linux you will need the mono runtime and mcs (the mono c# compiler), and that's it actually.
release:
mcs ${LIB_PATH} ${LIBS} *.cs -t:library -out:${BINARY} -optimize
cat ${BINARY} > ../${BINARY}
rm ${BINARY}
# This strips out code from reference assemblies so only the symbols are
# present for linking.
strip:
for file in ./Libraries/*; do mono-cil-strip "$$file"; done
# To compile the shaders, you will need:
# - wine64 to be installed,
# - the June 2010 legacy DirectX SDK needs to be unzipped under wine
# (download: https://www.microsoft.com/en-us/download/details.aspx?id=6812)
# - and you will need D3DCompiler_43.dll which you can grab from winetricks or
# if you have steam proton installed, you probably already have a copy of it
# *somewhere* on your system.
# Man microsoft software sucks... how is this company still alive
shader_c:
wine64 DXSDK/Utilities/bin/x64/fxc.exe "AvaliRecolor.fx" "/T" "fx_2_0" "/Fo" "AvaliRecolor.o" "/O3"

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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using YamlDotNet.Serialization;
using Monocle;
using CC = Celeste.Mod.AvaliSkin.AvaliSkinSettings.ColorChoice;
namespace Celeste.Mod.AvaliSkin {
public static class Misc {
public static string DialogOrKey(this string key, Language lang = null) {
return key.DialogCleanOrNull(lang) ?? key;
}
}
// This is a "never/empty type" in C#. It is impossible to construct.
// Used in cases where a variable should never be initialized.
public enum Void {}
public class ColorUtil {
public static Color SettingToColor(CC col) {
switch (col) {
case CC.Beige: return new Color(162, 133, 92);
case CC.Black: return new Color(0, 0, 0);
case CC.BlueDark: return new Color(22, 42, 162);
case CC.BlueLight: return new Color(50, 151, 223);
case CC.Brown: return new Color(98, 75, 33);
case CC.Cyan: return new Color(26, 225, 225);
case CC.GreenDark: return new Color(41, 132, 49);
case CC.GreenLight: return new Color(59, 219, 47);
case CC.GreyDark: return new Color(60, 60, 60);
case CC.GreyLight: return new Color(168, 168, 168);
case CC.Magenta: return new Color(228, 14, 155);
case CC.Orange: return new Color(237, 147, 32);
case CC.Pink: return new Color(233, 106, 252);
case CC.Purple: return new Color(190, 23, 214);
case CC.Red: return new Color(238, 17, 34);
case CC.Turquoise: return new Color(26, 213, 137);
case CC.White: return new Color(255, 255, 255);
case CC.Yellow: return new Color(244, 226, 15);
default: return new Color(26, 213, 137);
}
}
public static string ColorToHex(Color color) {
return $"#{color.R:x2}{color.G:x2}{color.B:x2}";
}
public static Color HexToColor(string hex) {
return Monocle.Calc.HexToColor(hex);
}
}
}

View File

@ -3,4 +3,7 @@
DLL: AvaliSkin.dll
Dependencies:
- Name: Everest
Version: 1.3070.0
Version: 1.3070.0
OptionalDependencies:
- Name: CelesteNet.Client
Version: 2.0.0