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Add Constants.InsideStudio and use it
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ManlyMarco committed May 30, 2021
1 parent e0c8a40 commit d9eab99
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Showing 7 changed files with 15 additions and 16 deletions.
2 changes: 1 addition & 1 deletion src/AIHS2_Core_Screencap/ScreenshotManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -185,7 +185,7 @@ private void Update()
{
PlayCaptureSound();

var alphaAllowed = SceneManager.GetActiveScene().name == "CharaCustom" || Application.productName == "StudioNEOV2";
var alphaAllowed = SceneManager.GetActiveScene().name == "CharaCustom" || Constants.InsideStudio;
if (Alpha.Value && alphaAllowed)
StartCoroutine(WaitForEndOfFrameThen(() => CaptureAndWrite(true)));
else
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3 changes: 1 addition & 2 deletions src/AI_ConfigurationManager/AI.ConfigurationManager.cs
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Expand Up @@ -28,8 +28,7 @@ private void Start()
_manager = GetComponent<ConfigurationManager.ConfigurationManager>();
_manager.OverrideHotkey = true;

var isStudio = Application.productName == "StudioNEOV2";
if (!isStudio)
if (!Constants.InsideStudio)
{
Harmony.CreateAndPatchAll(typeof(ConfigurationManagerWrapper));
// Main game is handled by the hooks, Update is only for studio
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6 changes: 0 additions & 6 deletions src/Core_ColorCorrector/Core.ColorCorrector.cs
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Expand Up @@ -29,12 +29,6 @@ public partial class ColorCorrector

private void Start()
{
if (Application.productName == "CharaStudio")
{
enabled = false;
return;
}

SaturationEnabled = Config.Bind("Post Processing Settings", "Enable saturation filter", true, new ConfigDescription("Whether default saturation filter will be applied to the game. This setting has no effect in Studio."));
BloomStrength = Config.Bind("Post Processing Settings", "Bloom strength", DefaultBloomStrength, new ConfigDescription("Strength of the bloom filter. Not active in Studio, control bloom settings through the in game Scene Effects menu.", new AcceptableValueRange<float>(0f, DefaultBloomStrength)));
SaturationEnabled.SettingChanged += OnSettingChanged;
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2 changes: 1 addition & 1 deletion src/HS_ConfigurationManager/HS.ConfigurationManager.cs
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Expand Up @@ -38,7 +38,7 @@ public class ConfigurationManagerWrapper : BaseUnityPlugin

private void Start()
{
_isStudio = Application.productName == "StudioNEO";
_isStudio = Constants.InsideStudio;

_manager = GetComponent<ConfigurationManager.ConfigurationManager>();
_manager.OverrideHotkey = true;
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1 change: 0 additions & 1 deletion src/KK_ColorCorrector/KK.ColorCorrector.cs
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Expand Up @@ -7,7 +7,6 @@ namespace ColorCorrector
[BepInProcess(Constants.GameProcessNameSteam)]
[BepInProcess(Constants.VRProcessName)]
[BepInProcess(Constants.VRProcessNameSteam)]
[BepInProcess(Constants.StudioProcessName)]
[BepInPlugin(GUID, PluginName, Version)]
public partial class ColorCorrector : BaseUnityPlugin { }
}
3 changes: 1 addition & 2 deletions src/PH_ConfigurationManager/PH.ConfigurationManager.cs
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Expand Up @@ -27,8 +27,7 @@ public void Start()
_manager = GetComponent<ConfigurationManager.ConfigurationManager>();
_manager.OverrideHotkey = true;

var isStudio = Application.productName.Contains("PlayHomeStudio");
if (isStudio)
if (Constants.InsideStudio)
return;

Harmony.CreateAndPatchAll(typeof(ConfigurationManagerWrapper));
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14 changes: 11 additions & 3 deletions src/Shared/Constants.cs
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@@ -1,36 +1,44 @@
namespace BepisPlugins
using UnityEngine;

namespace BepisPlugins
{
internal static class Constants
{
#if AI
internal static bool InsideStudio => Application.productName == StudioProcessName;
internal const string StudioProcessName = "StudioNEOV2";
internal const string GameProcessName = "AI-Syoujyo";
#elif EC
internal const string GameProcessName = "EmotionCreators";
#elif HS
internal static bool InsideStudio => Application.productName == StudioProcessName || Application.productName == StudioProcessName32bit;
internal const string StudioProcessName = "StudioNEO_64";
internal const string StudioProcessName32bit = "StudioNEO_32";
internal const string GameProcessName = "HoneySelect_64";
internal const string GameProcessName32bit = "HoneySelect_32";
internal const string BattleArenaProcessName = "BattleArena_64";
internal const string BattleArenaProcessName32bit = "BattleArena_32";
#elif HS2
internal static bool InsideStudio => Application.productName == StudioProcessName;
internal const string StudioProcessName = "StudioNEOV2";
internal const string GameProcessName = "HoneySelect2";
internal const string VRProcessName = "HoneySelect2VR";
#elif KK
internal static bool InsideStudio => Application.productName == StudioProcessName;
internal const string StudioProcessName = "CharaStudio";
internal const string GameProcessName = "Koikatu";
internal const string GameProcessNameSteam = "Koikatsu Party";
internal const string VRProcessName = "KoikatuVR";
internal const string VRProcessNameSteam = "Koikatsu Party VR";
#elif PH
internal static bool InsideStudio => Application.productName == StudioProcessName || Application.productName == StudioProcessName32bit;
internal const string GameProcessName = "PlayHome64bit";
internal const string GameProcessName32bit = "PlayHome32bit";
internal const string StudioProcessName = "PlayHomeStudio64bit";
internal const string StudioProcessName32bit = "PlayHomeStudio32bit";
#elif KKS
internal const string GameProcessName = "KoikatsuSunshineTrial"; //todo
#elif KKS //todo change on full release
internal static bool InsideStudio => false;
internal const string GameProcessName = "KoikatsuSunshineTrial";
#endif
}
}

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