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update to 1.34, remove support for dicolors, rewrite a bit of other stuff too
1 parent a4b6837 commit f54ade2

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18 files changed

+147
-312
lines changed

18 files changed

+147
-312
lines changed

.github/ISSUE_TEMPLATE/bug_report.md

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CustomMenuText.sln

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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 16
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VisualStudioVersion = 16.0.30907.101
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# Visual Studio Version 17
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VisualStudioVersion = 17.6.33815.320
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CustomMenuText", "CustomMenuText\CustomMenuText.csproj", "{BD778688-A364-4686-9D97-B7FB0E34C684}"
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EndProject

CustomMenuText/Configuration/PluginConfig.cs

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@@ -11,8 +11,9 @@ internal class PluginConfig
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public virtual int SelectionType { get; set; } = 0;
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public virtual int SelectedTextEntry { get; set; } = 0;
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public virtual int SelectedImagesEntry { get; set; } = 0;
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public virtual bool UsingDiColors { get; set; } = true;
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public virtual bool OnlyInMainMenu { get; set; } = true;
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/// <summary>
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/// public virtual bool UsingDiColors { get; set; } = true;
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/// </summary>
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public virtual int Font { get; set; } = 0;
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/// <summary>

CustomMenuText/Configuration/SettingsController.cs

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CustomMenuText/Configuration/settings.bsml

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CustomMenuText/CustomMenuText.csproj

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<Private>False</Private>
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<SpecificVersion>False</SpecificVersion>
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</Reference>
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<Reference Include="DiColors, Version=1.0.2.0, Culture=neutral, processorArchitecture=MSIL">
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<Private>False</Private>
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<HintPath>$(BeatSaberDir)\Plugins\DiColors.dll</HintPath>
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<SpecificVersion>False</SpecificVersion>
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</Reference>
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<Reference Include="IPA.Loader, Version=2.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Private>False</Private>
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<HintPath>$(BeatSaberDir)\Beat Saber_Data\Managed\IPA.Loader.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Configuration\SettingsController.cs" />
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<Compile Include="FontManager.cs" />
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<Compile Include="Harmony Patches\DiColorsPatch.cs" />
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<Compile Include="Harmony Patches\BaseGameMenuManagementPatch.cs" />
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<Compile Include="ImageManager.cs" />
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<Compile Include="Plugin.cs" />
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<Compile Include="Configuration\PluginConfig.cs" />
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<Compile Include="CustomMenuTextController.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\Resources1.Designer.cs">
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<AutoGen>True</AutoGen>
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<EmbeddedResource Include="manifest.json" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Configuration\settings.bsml" />
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<None Include="Directory.Build.props" Condition="Exists('Directory.Build.props')" />
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<None Include="Directory.Build.targets" Condition="Exists('Directory.Build.targets')" />
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<None Include="CustomMenuText.csproj.user" Condition="Exists('CustomMenuText.csproj.user')" />

CustomMenuText/CustomMenuTextController.cs

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CustomMenuText/DefaultTextFile.txt

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# Custom Menu Text v3.3.0
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# by Arti, heavily modified by headassbtw
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# Custom Menu Text v4.0.0
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# by Arti, heavily modified by headassbtw, heavily modified again by Saeraphinx
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# Special Thanks: Kyle1413, Alphie
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#
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# Use # for comments!
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<#FF0000><size=+4><</size>3
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<#0080FF>JADE
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<i>slontey
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<i>slontey
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# hi pink
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PINK
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CUTE

CustomMenuText/FontManager.cs

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string[] files = Directory.GetFiles(Path.Combine(UnityGame.UserDataPath,"CustomMenuText","Fonts"));
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List<string> TTFs = new List<string>();
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List<TMP_FontAsset> TTFFiles = new List<TMP_FontAsset>();
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//List<TMP_FontAsset> TTFFiles = new List<TMP_FontAsset>();
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foreach (var file in files)
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{
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if (file.EndsWith(".ttf") || file.EndsWith(".otf"))
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using CustomMenuText.Configuration;
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using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace CustomMenuText.Harmony_Patches
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{
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[HarmonyPatch(typeof(MenuEnvironmentManager), "ShowEnvironmentType")]
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internal class BaseGameMenuManagementPatch
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{
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internal static void Postfix(MenuEnvironmentManager.MenuEnvironmentType menuEnvironmentType)
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{
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if (Plugin.selection_type == 0)
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{
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return;
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}
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else
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{
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Plugin.defaultLogo.SetActive(false);
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if (menuEnvironmentType == MenuEnvironmentManager.MenuEnvironmentType.Lobby)
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{
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Plugin.mainText.gameObject.SetActive(false);
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Plugin.bottomText.gameObject.SetActive(false);
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}
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else
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{
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Plugin.mainText.gameObject.SetActive(true);
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Plugin.bottomText.gameObject.SetActive(true);
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}
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}
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}
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}
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}

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