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fix: Hide remaining unimportant variant changes
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psyGamer committed Jan 1, 2025
1 parent 3ff6768 commit 3bfbd11
Showing 1 changed file with 24 additions and 4 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -78,20 +78,41 @@ private static void On_Engine_OnSceneTransition(On.Monocle.Engine.orig_OnSceneTr
typeof(AmbienceTrigger),
typeof(AmbienceVolumeTrigger),
typeof(CustomBirdTutorialTrigger),
typeof(MusicLayerTrigger)
typeof(MusicLayerTrigger),
];
private static readonly HashSet<Type> moddedTriggers = [];

[Initialize]
private static void Initialize() {
triggerChecks.Clear();
triggerChecks.Add((_, entityType) => vanillaTriggers.Contains(entityType));
triggerChecks.Add((_, entityType) => everestTriggers.Contains(entityType));

// ExtendedVariants triggers might be unimportant, depending on the variant
if (ExtendedVariantsInterop.GetVariantsEnum() is not null) {
IEnumerable<string> unimportantVariantNames = [
"RoomLighting"
"RoomLighting",
"RoomBloom",
"GlitchEffect",
"ColorGrading",
"ScreenShakeIntensity",
"AnxietyEffect",
"BlurLevel",
"ZoomLevel",
"BackgroundBrightness",
"DisableMadelineSpotlight",
"ForegroundEffectOpacity",
"MadelineIsSilhouette",
"DashTrailAllTheTime",
"FriendlyBadelineFollower",
"MadelineHasPonytail",
"MadelineBackpackMode",
"BackgroundBlurLevel",
"AlwaysInvisible",
"DisplaySpeedometer",
"DisableKeysSpotlight",
"SpinnerColor",
"InvisibleMotion",
"PlayAsBadeline",
];
var unimportantVariants = unimportantVariantNames
.Select(name => ExtendedVariantsInterop.ParseVariant(name)())
Expand All @@ -112,7 +133,6 @@ private static void Initialize() {
// To reduce work, only mods with >= 5 dependencies are included
// Last update: 2023-12-21, 426 triggers

moddedTriggers.Clear();
AddTypes("AurorasHelper", "Celeste.Mod.AurorasHelper.ResetMusicTrigger", "Celeste.Mod.AurorasHelper.PlayAudioTrigger", "Celeste.Mod.AurorasHelper.ShowSubtitlesTrigger");
AddTypes("AvBdayHelper2021", "Celeste.Mod.AvBdayHelper.Code.Triggers.ScreenShakeTrigger");
AddTypes("CherryHelper", "Celeste.Mod.CherryHelper.AudioPlayTrigger");
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