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Original mirror horizontal mode, with invert vertical mode, and combi…
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…ned inverse
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zeph-yr committed Jan 30, 2022
1 parent 366f7a1 commit 8e84ff3
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Showing 4 changed files with 7 additions and 6 deletions.
5 changes: 3 additions & 2 deletions HarmonyPatches.cs
Original file line number Diff line number Diff line change
Expand Up @@ -53,24 +53,25 @@ static void Prefix(IBeatmapLevel level)
MirrorTransforms.rand = new System.Random(99);

// Commission
/*
CustomDifficultyBeatmapSet h_beatmapset = new CustomDifficultyBeatmapSet(Create_BMCSO("Chirality.Icons.horizontal.png", "Horizontal", "Mirror Left-Right"));
CustomDifficultyBeatmapSet v_beatmapset = new CustomDifficultyBeatmapSet(Create_BMCSO("Chirality.Icons.vertical.png", "Vertical", "Mirror Up-Down"));
CustomDifficultyBeatmapSet i_beatmapset = new CustomDifficultyBeatmapSet(Create_BMCSO("Chirality.Icons.inverse.png", "Inverse", "Inverse"));

CustomDifficultyBeatmap[] h_customDifficultyBeatmaps = level.beatmapLevelData.difficultyBeatmapSets[index].difficultyBeatmaps.Select(i => Create_Difficulty(i, h_beatmapset, 0)).ToArray();
CustomDifficultyBeatmap[] v_customDifficultyBeatmaps = level.beatmapLevelData.difficultyBeatmapSets[index].difficultyBeatmaps.Select((i) => Create_Difficulty(i, v_beatmapset, 1)).ToArray();
CustomDifficultyBeatmap[] i_customDifficultyBeatmaps = level.beatmapLevelData.difficultyBeatmapSets[index].difficultyBeatmaps.Select((i) => Create_Difficulty(i, i_beatmapset, 2)).ToArray();
*/


// Community Release
/*
CustomDifficultyBeatmapSet h_beatmapset = new CustomDifficultyBeatmapSet(Create_BMCSO("Chirality.Icons.horizontal.png", "Horizontal", "Invert Left-Right"));
CustomDifficultyBeatmapSet v_beatmapset = new CustomDifficultyBeatmapSet(Create_BMCSO("Chirality.Icons.vertical.png", "Vertical", "Invert Up-Down"));
CustomDifficultyBeatmapSet i_beatmapset = new CustomDifficultyBeatmapSet(Create_BMCSO("Chirality.Icons.inverse.png", "Inverse", "Inverse"));
CustomDifficultyBeatmap[] h_customDifficultyBeatmaps = level.beatmapLevelData.difficultyBeatmapSets[index].difficultyBeatmaps.Select(i => Create_Difficulty(i, h_beatmapset, 3)).ToArray();
CustomDifficultyBeatmap[] v_customDifficultyBeatmaps = level.beatmapLevelData.difficultyBeatmapSets[index].difficultyBeatmaps.Select((i) => Create_Difficulty(i, v_beatmapset, 1)).ToArray();
CustomDifficultyBeatmap[] i_customDifficultyBeatmaps = level.beatmapLevelData.difficultyBeatmapSets[index].difficultyBeatmaps.Select((i) => Create_Difficulty(i, i_beatmapset, 4)).ToArray();
*/

h_beatmapset.SetCustomDifficultyBeatmaps(h_customDifficultyBeatmaps);
v_beatmapset.SetCustomDifficultyBeatmaps(v_customDifficultyBeatmaps);
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2 changes: 1 addition & 1 deletion ModUI.bsml
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Expand Up @@ -22,7 +22,7 @@
<text text='Special request from Aroc. Thanks!' font-color='#ffff00ff' font-size='3' align='Center'></text>
</horizontal>
<horizontal>
<text text='Chirality (MirrorMod) v1.0.0 by Zephyr#9125' font-color='#ff0080ff' font-size='3' align='Center' hover-hint='Instructions at github.com/zeph-yr/Chirality'></text>
<text text='Chirality (MirrorMod) v1.0.0.1 (Arocs Version) by Zephyr#9125' font-color='#ff0080ff' font-size='3' align='Center' hover-hint='Instructions at github.com/zeph-yr/Chirality'></text>
</horizontal>
</vertical>
</bg>
4 changes: 2 additions & 2 deletions Properties/AssemblyInfo.cs
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Expand Up @@ -32,5 +32,5 @@
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0")]
[assembly: AssemblyFileVersion("1.0.0")]
[assembly: AssemblyVersion("1.0.0.1")]
[assembly: AssemblyFileVersion("1.0.0.1")]
2 changes: 1 addition & 1 deletion manifest.json
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Expand Up @@ -3,7 +3,7 @@
"id": "Chirality",
"name": "Chirality",
"author": "Zephyr",
"version": "1.0.0",
"version": "1.0.0-1",
"description": "",
"gameVersion": "1.18.0",
"dependsOn": {
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