├── Sinmai-Internal-Damage ├── Functions │ ├── Version.cs │ ├── Track.cs │ ├── Sounds.cs │ ├── Timer.cs │ ├── Skins.cs │ └── AutoPlay.cs ├── Loader.cs ├── Properties │ └── AssemblyInfo.cs ├── UI │ ├── Settings.cs │ └── Menu.cs ├── Utils │ └── Render.cs └── Sinmai-Internal-Damage-Csharp.csproj ├── LICENSE ├── Sinmai-Internal-Damage-Csharp.sln ├── README.md └── .gitignore /Sinmai-Internal-Damage/Functions/Version.cs: -------------------------------------------------------------------------------- 1 | using MAI2System; 2 | 3 | namespace Sinmai.Functions 4 | { 5 | public class Version 6 | { 7 | public static string CheckClientVersion() 8 | { 9 | return ConstParameter.GameIDStr + " " + ConstParameter.NowGameVersion; 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 2 | Version 2, December 2004 3 | 4 | Copyright (C) 2004 Sam Hocevar 5 | 6 | Everyone is permitted to copy and distribute verbatim or modified 7 | copies of this license document, and changing it is allowed as long 8 | as the name is changed. 9 | 10 | DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 11 | TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 12 | 13 | 0. You just DO WHAT THE FUCK YOU WANT TO. -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Functions/Track.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UnityEngine; 3 | 4 | namespace Sinmai.Functions 5 | { 6 | public class Track 7 | { 8 | private const BindingFlags pBindFlags = BindingFlags.NonPublic; 9 | private const BindingFlags iBindFlags = BindingFlags.Instance; 10 | private const BindingFlags sBindFlags = BindingFlags.Static; 11 | 12 | public static void ForceTrackSkip() 13 | { 14 | 15 | // LeftMonitor/GameProcess(Clone)/GameGtrl(Clone)/Notes/TrackSkipLayer/UI_GAM_TrackSkip(Clone)/ 16 | // Monitor.TrackSkip 17 | 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Functions/Sounds.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Mai2; 3 | using Manager; 4 | using Mono.Unix.Native; 5 | using UnityEngine; 6 | using VoiceCue = Mai2.Voice_000001.Cue; 7 | using JingleCue = Mai2.Mai2Cue.Cue; 8 | 9 | namespace Sinmai.Functions 10 | { 11 | public class Sounds 12 | { 13 | public static void InjectSound() 14 | { 15 | // Target: 0 = Left, 1 = Right, 2 = Both. 16 | Manager.SoundManager.PlayJingle((JingleCue)Enum.Parse(typeof(JingleCue), "SE_ENTRY_AIME_OK"), 2); 17 | Manager.SoundManager.PlayVoice((VoiceCue)Enum.Parse(typeof(VoiceCue), "VO_000012"), 2); 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Loader.cs: -------------------------------------------------------------------------------- 1 | using Sinmai.Functions; 2 | using UnityEngine; 3 | 4 | /* 5 | * SharpMonoInjectInfo: 6 | * Assembly To Inject: Sinmai.dll 7 | * Namespace: Sinmai 8 | * Class name: Loader 9 | * Method name: Init 10 | */ 11 | 12 | namespace Sinmai 13 | { 14 | public class Loader 15 | { 16 | public static GameObject Load; 17 | 18 | public static void Init() 19 | { 20 | Load = new GameObject(); 21 | 22 | Load.AddComponent(); 23 | 24 | Object.DontDestroyOnLoad(Load); 25 | 26 | Sounds.InjectSound(); 27 | } 28 | 29 | public static void Unload() 30 | { 31 | Object.Destroy(Load); 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Sinmai-Internal-Damage-Csharp.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 17 4 | VisualStudioVersion = 17.0.32014.148 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Sinmai-Internal-Damage-Csharp", "Sinmai-Internal-Damage\Sinmai-Internal-Damage-Csharp.csproj", "{13940F58-B62C-4E16-AFF4-28D32536DBB5}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {13940F58-B62C-4E16-AFF4-28D32536DBB5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {13940F58-B62C-4E16-AFF4-28D32536DBB5}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {13940F58-B62C-4E16-AFF4-28D32536DBB5}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {13940F58-B62C-4E16-AFF4-28D32536DBB5}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {A852DA35-192F-46A4-95F6-494CEF98EB36} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Functions/Timer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Reflection; 5 | using Manager; 6 | using Sinmai.Helper; 7 | using UnityEngine; 8 | 9 | namespace Sinmai.Functions 10 | { 11 | public class Timer 12 | { 13 | private static readonly BindingFlags pBindFlags = BindingFlags.NonPublic; 14 | private static readonly BindingFlags iBindFlags = BindingFlags.Instance; 15 | private static readonly BindingFlags sBindFlags = BindingFlags.Static; 16 | public static void InfinityFreedomTime() 17 | { 18 | if (!Settings.InfinityFreedomTimeCheckBox) 19 | return; 20 | 21 | var gameManagerType = typeof(GameManager); 22 | var freedomTime = gameManagerType.GetField("_freedomTime", sBindFlags | pBindFlags); 23 | 24 | freedomTime.SetValue(null, 6000000); 25 | 26 | // if (freedomTime != null) 27 | // Render.DrawString(new Vector2(200, 270), freedomTime.GetValue(null).ToString(), false); 28 | } 29 | 30 | public static void InfinityPrepareTime() 31 | { 32 | if (!Settings.InfinityFreedomTimeCheckBox) 33 | return; 34 | } 35 | 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // General Information about an assembly is controlled through the following 6 | // set of attributes. Change these attribute values to modify the information 7 | // associated with an assembly. 8 | [assembly: AssemblyTitle("Menu")] 9 | [assembly: AssemblyDescription("")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("")] 12 | [assembly: AssemblyProduct("Menu")] 13 | [assembly: AssemblyCopyright("Copyright © 2018")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Setting ComVisible to false makes the types in this assembly not visible 18 | // to COM components. If you need to access a type in this assembly from 19 | // COM, set the ComVisible attribute to true on that type. 20 | [assembly: ComVisible(false)] 21 | 22 | // The following GUID is for the ID of the typelib if this project is exposed to COM 23 | [assembly: Guid("13940f58-b62c-4e16-aff4-28d32536dbb5")] 24 | 25 | // Version information for an assembly consists of the following four values: 26 | // 27 | // Major Version 28 | // Minor Version 29 | // Build Number 30 | // Revision 31 | // 32 | // You can specify all the values or you can default the Build and Revision Numbers 33 | // by using the '*' as shown below: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.0.0")] 36 | [assembly: AssemblyFileVersion("1.0.0.0")] 37 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Internal-Damage 2 | 3 | ***This is a cheat, using by your own risk.*** 4 | 5 | A no hook internal cheat for maimai でらっくす (Sinmai.exe) using Mono Injection born out of learning C#. 6 | 7 | Thanks to my pro internal game hack developer friend for helping me with this. 8 | 9 | ## Compatibility 10 | 11 | ### Supported base 12 | 13 | - 20000 14 | - 20500 15 | - 21000 16 | - 21500 17 | - 22000 18 | - 22500 19 | - 23000 20 | - 23500 (Not tested) 21 | 22 | ### Tested 23 | - SDEZ (maimai でらっくす) 24 | - 1.35 (FESTiVAL PLUS) 25 | - 1.30 (FESTiVAL) 26 | - 1.25 (UNiVERSE PLUS) 27 | - 1.20 (UNiVERSE) 28 | - 1.17 (Splash PLUS) 29 | - 1.10 (Splash) 30 | - SDGB (舞萌DX) 31 | - 1.30 (2023) 32 | - 1.20 (2022) 33 | - 1.11 (2021) 34 | - 1.01 (无印) 35 | - SDGA (maimai DX) 36 | - 1.01 (無印) 37 | 38 | ### Technically feasible, but not Tested 39 | - SDEZ (maimai でらっくす) 40 | - 1.09 (無印 PLUS) 41 | - 1.00 (無印) 42 | - SDGA (maimai DX) 43 | - All versions 44 | 45 | ## Feature 46 | 47 | - Legit 48 | - Legit AutoPlay 49 | - Opposite 50 | - Random Cycle 51 | - Force Random 52 | - Rage (WIP) 53 | - Skin Changer 54 | - DX Rating 55 | - Udemae 56 | - Icon 57 | - Plate 58 | - Title 59 | - DX Pass 60 | - Misc 61 | - Infinity FreedomTime 62 | 63 | ## Detection 64 | 65 | ### Undetected 66 | 67 | - MiniMe (unknown SDEZ fork) 68 | - Aqua Server 0.0.18 above 69 | 70 | ### non-Tested but possibly undetected 71 | 72 | - SEGA ALL.Net (Amusement Linkage Live Network) 73 | 74 | ## Credit / Useful Link 75 | 76 | * [A Beginner's Guide To Hacking Unity Games](https://www.unknowncheats.me/forum/unity/285864-beginners-guide-hacking-unity-games.html) - UnKnoWnCheaTs 77 | * [How can I invoke private methods with mono injected assembly](https://guidedhacking.com/threads/how-can-i-invoke-private-methods-with-mono-injected-assembly.14389/) - Guided Hacking 78 | * [LavaGang/MelonLoader](https://github.com/LavaGang/MelonLoader) 79 | * [sinai-dev/UnityExplorer](https://github.com/sinai-dev/UnityExplorer) for MelonLoader.Mono 80 | * [SharpMonoInjector v2.4 by wh0am15533](https://www.unknowncheats.me/forum/unity/408878-sharpmonoinjector-fixed-updated.html) - UnKnoWnCheaTs 81 | -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/UI/Settings.cs: -------------------------------------------------------------------------------- 1 | namespace Sinmai.Helper 2 | { 3 | class Settings 4 | { 5 | public static string Version = "b20220407-D"; 6 | 7 | public static int MainToolbarInt = 0; 8 | public static string[] MainToolbarStrings = { "Legit", "Skins", "Misc" }; 9 | 10 | 11 | // Legit Autoplay 12 | public static bool LegitAutoPlayCheckBox = false; 13 | public static int LegitMethodInt = 0; 14 | public static string[] LegitMethod = {"Opposite", "Random Cycle", "Force Random"}; 15 | public static float CriticalValue = 100.0f; 16 | public static float PerfectValue = 0.0f; 17 | public static float GreatValue = 0.0f; 18 | public static float GoodValue = 0.0f; 19 | public static float MissValue = 0.0f; 20 | 21 | public static bool CriticalToggle = true; 22 | public static bool PerfectToggle = false; 23 | public static bool GreatToggle = false; 24 | public static bool GoodToggle = false; 25 | public static bool MissToggle = false; 26 | 27 | 28 | // Rage Autoplay 29 | 30 | // Some cool part idk 31 | 32 | // Skin Changer 33 | public static bool NameCheckBox = false; 34 | public static string NameValue = "舞萌"; 35 | public static bool RateCheckBox = false; 36 | public static string RatingValue = "13370"; 37 | public static bool UdemaeCheckBox = false; 38 | public static string UdemaeIndex = "24"; 39 | public static bool IconCheckBox = false; 40 | public static string IconIndex = "1"; 41 | public static bool PlateCheckBox = false; 42 | public static string PlateIndex = "1"; 43 | public static bool TitleCheckBox = false; 44 | public static int TitleMethodInt = 0; 45 | public static string[] TitleMethod = { "Original", "Custom" }; 46 | public static string TitleIndexOriginal = "1"; 47 | public static string TitleIndexCustom = "skeet.cc"; 48 | public static string TitleType = "Rainbow"; 49 | public static bool FrameCheckBox = false; 50 | public static bool DXPassCheckBox = false; 51 | public static string DXPassType = "Platinum"; 52 | 53 | // Misc 54 | public static bool InfinityFreedomTimeCheckBox = false; 55 | public static bool InfinityPrepareTimeCheckBox = false; 56 | 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Functions/Skins.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using MAI2.Util; 3 | using Manager; 4 | using Manager.MaiStudio; 5 | using Sinmai.Helper; 6 | using System.Globalization; 7 | using System.Reflection; 8 | using UnityEngine; 9 | 10 | 11 | namespace Sinmai.Functions 12 | { 13 | public class Skins 14 | { 15 | private const BindingFlags pBindFlags = BindingFlags.NonPublic; 16 | private const BindingFlags iBindFlags = BindingFlags.Instance; 17 | private const BindingFlags sBindFlags = BindingFlags.Static; 18 | 19 | public static TitleData title = GetTitle(int.Parse(Settings.TitleIndexOriginal)); 20 | 21 | public static Sprite titleBg = Resources.Load("Process/Common/Sprites/UpperMonitor/UI_CMN_Shougou_" + Settings.TitleType); 22 | public static Sprite pass = Resources.Load("Process/Common/Sprites/UpperMonitor/UI_CMN_DXPass_" + Settings.DXPassType); 23 | public static string userName = Settings.NameValue; 24 | 25 | private static UserInformationController getUserInformationController() 26 | { 27 | UserInformationController UserInformationController = GameObject 28 | .Find("Sub/UI_UserInformation/UI_UserData/") 29 | .GetComponent(); 30 | 31 | return UserInformationController; 32 | } 33 | 34 | // public static void NameChanger() 35 | // { 36 | // if (!Settings.NameCheckBox) return; 37 | // 38 | // UserInformationController UserInformationController = getUserInformationController(); 39 | // 40 | // if (UserInformationController != null) 41 | // { 42 | // UserInformationController.userNameText.text = userName; 43 | // } 44 | // } 45 | 46 | public static void RateChanger() 47 | { 48 | if (!Settings.RateCheckBox) return; 49 | 50 | UserInformationController UserInformationController = getUserInformationController(); 51 | 52 | var rate = uint.Parse(Settings.RatingValue, NumberStyles.Integer); 53 | 54 | if (UserInformationController != null) 55 | { 56 | UserInformationController.SetUserRating(rate); 57 | } 58 | } 59 | 60 | public static void UdemaeChanger() 61 | { 62 | if (!Settings.UdemaeCheckBox) return; 63 | 64 | UserInformationController UserInformationController = getUserInformationController(); 65 | 66 | int udemaeId = int.Parse(Settings.UdemaeIndex); 67 | 68 | var udemae = (UdemaeID)udemaeId; 69 | 70 | if (UserInformationController != null) 71 | { 72 | UserInformationController.SetUdemae(udemae); 73 | } 74 | } 75 | 76 | public static void IconChanger() 77 | { 78 | if (!Settings.IconCheckBox) return; 79 | 80 | UserInformationController UserInformationController = getUserInformationController(); 81 | 82 | Texture2D iconTexture2D = AssetManager.Instance().GetIconTexture2D(0, int.Parse(Settings.IconIndex)); 83 | 84 | if (UserInformationController != null) 85 | { 86 | UserInformationController.SetUserIcon(iconTexture2D); 87 | } 88 | } 89 | 90 | public static void PlateChanger() 91 | { 92 | if (!Settings.PlateCheckBox) return; 93 | 94 | UserInformationController UserInformationController = getUserInformationController(); 95 | 96 | Texture2D plateTexture2D = AssetManager.Instance().GetPlateTexture2D(int.Parse(Settings.PlateIndex)); 97 | 98 | if (UserInformationController != null) 99 | { 100 | UserInformationController.SetNamePlate(plateTexture2D); 101 | } 102 | } 103 | 104 | public static void TitleChanger() 105 | { 106 | if (!Settings.TitleCheckBox) return; 107 | 108 | UserInformationController UserInformationController = getUserInformationController(); 109 | 110 | if (UserInformationController != null) 111 | { 112 | if (Settings.TitleMethodInt == 0) 113 | { 114 | UserInformationController.SetTitle(title.name.str, titleBg); 115 | } 116 | else if (Settings.TitleMethodInt == 1) 117 | { 118 | UserInformationController.SetTitle(Settings.TitleIndexCustom, titleBg); 119 | } 120 | 121 | } 122 | } 123 | 124 | public static void DXPassChanger() 125 | { 126 | if (!Settings.DXPassCheckBox) return; 127 | 128 | UserInformationController UserInformationController = getUserInformationController(); 129 | 130 | if (UserInformationController != null) 131 | { 132 | UserInformationController.SetPass(pass); 133 | } 134 | } 135 | 136 | public static TitleData GetTitle(int id) 137 | { 138 | return Singleton.Instance.GetTitle(id); 139 | } 140 | } 141 | } -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Utils/Render.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace Sinmai 5 | { 6 | public static class Render 7 | { 8 | 9 | public static GUIStyle StringStyle { get; set; } = new GUIStyle(GUI.skin.label); 10 | private class RingArray 11 | { 12 | public Vector2[] Positions { get; private set; } 13 | 14 | public RingArray(int numSegments) 15 | { 16 | Positions = new Vector2[numSegments]; 17 | var stepSize = 360f / numSegments; 18 | for (int i = 0; i < numSegments; i++) 19 | { 20 | var rad = Mathf.Deg2Rad * stepSize * i; 21 | Positions[i] = new Vector2(Mathf.Sin(rad), Mathf.Cos(rad)); 22 | } 23 | } 24 | } 25 | 26 | private static Dictionary ringDict = new Dictionary(); 27 | 28 | public static Color Color { 29 | get { return GUI.color; } 30 | set { GUI.color = value; } 31 | } 32 | 33 | public static void DrawLine(Vector2 from, Vector2 to, float thickness, Color color) 34 | { 35 | Color = color; 36 | DrawLine(from, to, thickness); 37 | } 38 | public static void DrawLine(Vector2 from, Vector2 to, float thickness) 39 | { 40 | var delta = (to - from).normalized; 41 | var angle = Mathf.Atan2(delta.y, delta.x) * Mathf.Rad2Deg; 42 | GUIUtility.RotateAroundPivot(angle, from); 43 | DrawBox(from, Vector2.right * (from - to).magnitude, thickness, false); 44 | GUIUtility.RotateAroundPivot(-angle, from); 45 | } 46 | 47 | public static void DrawBox(Vector2 position, Vector2 size, float thickness, Color color, bool centered = true) 48 | { 49 | Color = color; 50 | DrawBox(position, size, thickness, centered); 51 | } 52 | public static void DrawBox(Vector2 position, Vector2 size, float thickness, bool centered = true) 53 | { 54 | var upperLeft = centered ? position - size / 2f : position; 55 | GUI.DrawTexture(new Rect(position.x, position.y, size.x, thickness), Texture2D.whiteTexture); 56 | GUI.DrawTexture(new Rect(position.x, position.y, thickness, size.y), Texture2D.whiteTexture); 57 | GUI.DrawTexture(new Rect(position.x + size.x, position.y, thickness, size.y), Texture2D.whiteTexture); 58 | GUI.DrawTexture(new Rect(position.x, position.y + size.y, size.x + thickness, thickness), Texture2D.whiteTexture); 59 | } 60 | 61 | public static void DrawCross(Vector2 position, Vector2 size, float thickness, Color color) 62 | { 63 | Color = color; 64 | DrawCross(position, size, thickness); 65 | } 66 | public static void DrawCross(Vector2 position, Vector2 size, float thickness) 67 | { 68 | GUI.DrawTexture(new Rect(position.x - size.x / 2f, position.y, size.x, thickness), Texture2D.whiteTexture); 69 | GUI.DrawTexture(new Rect(position.x, position.y - size.y / 2f, thickness, size.y), Texture2D.whiteTexture); 70 | } 71 | 72 | public static void DrawDot(Vector2 position, Color color) 73 | { 74 | Color = color; 75 | DrawDot(position); 76 | } 77 | public static void DrawDot(Vector2 position) 78 | { 79 | DrawBox(position - Vector2.one, Vector2.one * 2f, 1f); 80 | } 81 | 82 | public static void DrawString(Vector2 position, string label, Color color, bool centered = true) 83 | { 84 | Color = color; 85 | DrawString(position, label, centered); 86 | } 87 | public static void DrawString(Vector2 position, string label, bool centered = true) 88 | { 89 | var content = new GUIContent(label); 90 | var size = StringStyle.CalcSize(content); 91 | var upperLeft = centered ? position - size / 2f : position; 92 | GUI.Label(new Rect(upperLeft, size), content); 93 | } 94 | 95 | public static void DrawCircle(Vector2 position, float radius, int numSides, bool centered = true, float thickness = 1f) 96 | { 97 | DrawCircle(position, radius, numSides, Color.white, centered, thickness); 98 | } 99 | public static void DrawCircle(Vector2 position, float radius, int numSides, Color color, bool centered = true, float thickness = 1f) 100 | { 101 | RingArray arr; 102 | if (ringDict.ContainsKey(numSides)) 103 | arr = ringDict[numSides]; 104 | else 105 | arr = ringDict[numSides] = new RingArray(numSides); 106 | 107 | 108 | var center = centered ? position : position + Vector2.one * radius; 109 | 110 | for (int i = 0; i < numSides - 1; i++) 111 | DrawLine(center + arr.Positions[i] * radius, center + arr.Positions[i + 1] * radius, thickness, color); 112 | 113 | DrawLine(center + arr.Positions[0] * radius, center + arr.Positions[arr.Positions.Length - 1] * radius, thickness, color); 114 | } 115 | 116 | } 117 | } 118 | -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Functions/AutoPlay.cs: -------------------------------------------------------------------------------- 1 | using Manager; 2 | using Sinmai.Helper; 3 | using Random = System.Random; 4 | 5 | namespace Sinmai.Functions 6 | { 7 | public class AutoPlay 8 | { 9 | // 实例化 10 | private static Random rand = new Random(); 11 | 12 | // 把 NextDouble 转成 Float 13 | public static float ToFloat(double value) 14 | { 15 | return (float)value; 16 | } 17 | 18 | // 幸运大乐透 19 | private static float CalcCent() 20 | { 21 | return rand.Next(0, 100) + ToFloat(rand.NextDouble()); 22 | } 23 | 24 | // 另一个幸运大乐透 25 | private static int RandChoiceJudge() 26 | { 27 | return rand.Next(0, 4); 28 | } 29 | 30 | // Opposite 按顺序随机概率 31 | public static void Opposite() 32 | { 33 | float cent = CalcCent(); 34 | 35 | /*Render.DrawString(new Vector2(200, 260), GameManager.AutoPlay.ToString(), false); 36 | Render.DrawString(new Vector2(200, 280), Settings.CriticalValue.ToString(), false); 37 | Render.DrawString(new Vector2(200, 290), Settings.PerfectValue.ToString(), false); 38 | Render.DrawString(new Vector2(200, 300), Settings.GreatValue.ToString(), false); 39 | Render.DrawString(new Vector2(200, 310), Settings.GoodValue.ToString(), false); 40 | Render.DrawString(new Vector2(200, 320), Settings.MissValue.ToString(), false); 41 | Render.DrawString(new Vector2(200, 340), cent.ToString(), false);*/ 42 | 43 | if (!Settings.LegitAutoPlayCheckBox) 44 | return; 45 | if (Settings.LegitMethodInt == 0) 46 | { 47 | if (Settings.CriticalValue != 0.0f && cent <= Settings.CriticalValue) 48 | { 49 | GameManager.AutoPlay = GameManager.AutoPlayMode.Critical; 50 | } 51 | else 52 | { 53 | if (Settings.PerfectValue != 0.0f && cent <= Settings.PerfectValue) 54 | { 55 | GameManager.AutoPlay = GameManager.AutoPlayMode.Perfect; 56 | } 57 | else 58 | { 59 | if (Settings.GreatValue != 0.0f && cent <= Settings.GreatValue) 60 | { 61 | GameManager.AutoPlay = GameManager.AutoPlayMode.Great; 62 | } 63 | else 64 | { 65 | if (Settings.GoodValue != 0.0f && cent <= Settings.GoodValue) 66 | { 67 | GameManager.AutoPlay = GameManager.AutoPlayMode.Good; 68 | } 69 | else 70 | { 71 | if (Settings.MissValue != 0.0f && cent <= Settings.MissValue) 72 | { 73 | GameManager.AutoPlay = GameManager.AutoPlayMode.None; 74 | } 75 | else 76 | { 77 | GameManager.AutoPlay = GameManager.AutoPlayMode.Perfect; 78 | } 79 | } 80 | } 81 | } 82 | } 83 | 84 | } 85 | } 86 | 87 | // Random Cycle 随机迴圈 88 | public static void RandomCycle() 89 | { 90 | float cent = CalcCent(); 91 | int judge = RandChoiceJudge(); 92 | 93 | if (!Settings.LegitAutoPlayCheckBox) 94 | return; 95 | if (Settings.LegitMethodInt == 1) 96 | { 97 | switch (judge) 98 | { 99 | case 0: 100 | if (Settings.CriticalValue != 0.0f && cent <= Settings.CriticalValue) 101 | { 102 | GameManager.AutoPlay = GameManager.AutoPlayMode.Critical; 103 | } 104 | break; 105 | case 1: 106 | if (Settings.PerfectValue != 0.0f && cent <= Settings.PerfectValue) 107 | { 108 | GameManager.AutoPlay = GameManager.AutoPlayMode.Perfect; 109 | } 110 | break; 111 | case 2: 112 | if (Settings.GreatValue != 0.0f && cent <= Settings.GreatValue) 113 | { 114 | GameManager.AutoPlay = GameManager.AutoPlayMode.Great; 115 | } 116 | break; 117 | case 3: 118 | if (Settings.GoodValue != 0.0f && cent <= Settings.GoodValue) 119 | { 120 | GameManager.AutoPlay = GameManager.AutoPlayMode.Good; 121 | } 122 | break; 123 | case 4: 124 | if (Settings.MissValue != 0.0f && cent <= Settings.MissValue) 125 | { 126 | GameManager.AutoPlay = GameManager.AutoPlayMode.None; 127 | } 128 | break; 129 | default: 130 | GameManager.AutoPlay = GameManager.AutoPlayMode.Perfect; 131 | break; 132 | } 133 | } 134 | } 135 | 136 | // 无概率强制随机 137 | public static void Force() 138 | { 139 | if (!Settings.LegitAutoPlayCheckBox) 140 | return; 141 | if (Settings.LegitMethodInt == 2) 142 | { 143 | switch (RandChoiceJudge()) 144 | { 145 | case 0: 146 | if (Settings.CriticalToggle) 147 | GameManager.AutoPlay = GameManager.AutoPlayMode.Critical; 148 | break; 149 | case 1: 150 | if (Settings.PerfectToggle) 151 | GameManager.AutoPlay = GameManager.AutoPlayMode.Perfect; 152 | break; 153 | case 2: 154 | if (Settings.GreatToggle) 155 | GameManager.AutoPlay = GameManager.AutoPlayMode.Great; 156 | break; 157 | case 3: 158 | if (Settings.GoodToggle) 159 | GameManager.AutoPlay = GameManager.AutoPlayMode.Good; 160 | break; 161 | case 4: 162 | if (Settings.MissToggle) 163 | GameManager.AutoPlay = GameManager.AutoPlayMode.None; 164 | break; 165 | } 166 | } 167 | } 168 | } 169 | } -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/UI/Menu.cs: -------------------------------------------------------------------------------- 1 | using Sinmai.Functions; 2 | using Sinmai.Helper; 3 | using UnityEngine; 4 | 5 | namespace Sinmai.UI 6 | { 7 | public class Menu : MonoBehaviour 8 | { 9 | private bool MenuToggle = true; 10 | private Rect Window; 11 | 12 | 13 | private void Start() 14 | { 15 | Window = new Rect(350, 100f, 300, 400); 16 | } 17 | 18 | private void Update() 19 | { 20 | if (Input.GetKeyDown(KeyCode.Delete)) // check Unity.Input when menu open unlock ur cursor 21 | MenuToggle = !MenuToggle; 22 | } 23 | 24 | private void OnGUI() 25 | { 26 | // Draw ur epic hek here 27 | if (MenuToggle) 28 | Window = GUILayout.Window(0, Window, RenderMenu, "Internal Damage for Sinmai"); 29 | Render.DrawString(new Vector2(100, 270), "Sinmai-Internal-Damage"); 30 | Render.DrawString(new Vector2(100, 300), $"Build: {Settings.Version}"); 31 | 32 | // Call Functions in Functions 33 | // what the fuck is this named 34 | Skins.RateChanger(); 35 | Skins.UdemaeChanger(); 36 | Skins.IconChanger(); 37 | Skins.PlateChanger(); 38 | Skins.TitleChanger(); 39 | Skins.DXPassChanger(); 40 | 41 | Timer.InfinityFreedomTime(); 42 | Timer.InfinityPrepareTime(); 43 | 44 | AutoPlay.Opposite(); 45 | AutoPlay.RandomCycle(); 46 | AutoPlay.Force(); 47 | } 48 | 49 | private void RenderMenu(int id) 50 | { 51 | switch (id) 52 | { 53 | // Menu 54 | case 0: 55 | GUILayout.BeginVertical("MainToolbar", GUILayout.Height(20)); 56 | Settings.MainToolbarInt = GUILayout.Toolbar(Settings.MainToolbarInt, Settings.MainToolbarStrings, GUILayout.Width(300), GUILayout.Height(20)); 57 | GUILayout.EndVertical(); 58 | 59 | switch (Settings.MainToolbarInt) 60 | { 61 | case 0: 62 | GUILayout.BeginVertical("Legit"); 63 | // Legit 64 | GUILayout.Label("Legit"); 65 | Settings.LegitAutoPlayCheckBox = GUILayout.Toggle(Settings.LegitAutoPlayCheckBox, "Legit AutoPlay"); 66 | if (Settings.LegitAutoPlayCheckBox) 67 | { 68 | Settings.LegitMethodInt = 69 | GUILayout.SelectionGrid(Settings.LegitMethodInt, Settings.LegitMethod, 1); 70 | switch (Settings.LegitMethodInt) 71 | { 72 | case 0: 73 | case 1: 74 | GUILayout.Label("Critical Value"); 75 | Settings.CriticalValue = GUILayout.HorizontalScrollbar(Settings.CriticalValue, 1.0f, 0.0f, 100.0f); 76 | GUILayout.Label("Perfect Value"); 77 | Settings.PerfectValue = GUILayout.HorizontalScrollbar(Settings.PerfectValue, 1.0f, 0.0f, 100.0f); 78 | GUILayout.Label("Great Value"); 79 | Settings.GreatValue = GUILayout.HorizontalScrollbar(Settings.GreatValue, 1.0f, 0.0f, 100.0f); 80 | GUILayout.Label("Good Value"); 81 | Settings.GoodValue = GUILayout.HorizontalScrollbar(Settings.GoodValue, 1.0f, 0.0f, 100.0f); 82 | GUILayout.Label("Miss Value"); 83 | Settings.MissValue = GUILayout.HorizontalScrollbar(Settings.MissValue, 1.0f, 0.0f, 100.0f); 84 | break; 85 | case 2: 86 | Settings.CriticalToggle = GUILayout.Toggle(Settings.CriticalToggle, "Critical"); 87 | Settings.PerfectToggle = GUILayout.Toggle(Settings.PerfectToggle, "Perfect"); 88 | Settings.GreatToggle = GUILayout.Toggle(Settings.GreatToggle, "Great"); 89 | Settings.GoodToggle = GUILayout.Toggle(Settings.GoodToggle, "Good"); 90 | Settings.MissToggle = GUILayout.Toggle(Settings.MissToggle, "Miss"); 91 | break; 92 | default: 93 | break; 94 | } 95 | } 96 | GUILayout.EndVertical(); 97 | break; 98 | case 1: 99 | GUILayout.BeginVertical("Skins"); 100 | // Skin Changer 101 | GUILayout.Label("Skin Changer"); 102 | // Settings.NameCheckBox = GUILayout.Toggle(Settings.NameCheckBox, "Name Changer"); 103 | // if (Settings.NameCheckBox) 104 | // { 105 | // GUILayout.Label("Rating:"); 106 | // Settings.NameValue = GUILayout.TextField(Settings.NameValue, 5); 107 | // GUILayout.Space(10); 108 | // } 109 | Settings.RateCheckBox = GUILayout.Toggle(Settings.RateCheckBox, "でらっくす Rating"); 110 | if (Settings.RateCheckBox) 111 | { 112 | GUILayout.Label("Rating:"); 113 | Settings.RatingValue = GUILayout.TextField(Settings.RatingValue, 5); 114 | GUILayout.Space(10); 115 | } 116 | Settings.UdemaeCheckBox = GUILayout.Toggle(Settings.UdemaeCheckBox, "段位認定"); 117 | if (Settings.UdemaeCheckBox) 118 | { 119 | GUILayout.Label("Index:"); 120 | Settings.UdemaeIndex = GUILayout.TextField(Settings.UdemaeIndex, 2); 121 | GUILayout.Space(10); 122 | } 123 | Settings.IconCheckBox = GUILayout.Toggle(Settings.IconCheckBox, "Icon"); 124 | if (Settings.IconCheckBox) 125 | { 126 | GUILayout.Label("Index:"); 127 | Settings.IconIndex = GUILayout.TextField(Settings.IconIndex, 6); 128 | GUILayout.Space(10); 129 | } 130 | Settings.PlateCheckBox = GUILayout.Toggle(Settings.PlateCheckBox, "Plate"); 131 | if (Settings.PlateCheckBox) 132 | { 133 | GUILayout.Label("Index:"); 134 | Settings.PlateIndex = GUILayout.TextField(Settings.PlateIndex, 6); 135 | GUILayout.Space(10); 136 | } 137 | Settings.TitleCheckBox = GUILayout.Toggle(Settings.TitleCheckBox, "Title"); 138 | if (Settings.TitleCheckBox) 139 | { 140 | Settings.TitleMethodInt = 141 | GUILayout.SelectionGrid(Settings.TitleMethodInt, Settings.TitleMethod, 1); 142 | switch (Settings.TitleMethodInt) 143 | { 144 | case 0: 145 | GUILayout.Label("Title index:"); 146 | Settings.TitleIndexOriginal = GUILayout.TextField(Settings.TitleIndexOriginal, 255); 147 | GUILayout.Label("Title type:"); 148 | Settings.TitleType = GUILayout.TextField(Settings.TitleType, 7); 149 | GUILayout.Space(10); 150 | break; 151 | case 1: 152 | GUILayout.Label("Title name:"); 153 | Settings.TitleIndexCustom = GUILayout.TextField(Settings.TitleIndexCustom, 255); 154 | GUILayout.Label("Title type:"); 155 | Settings.TitleType = GUILayout.TextField(Settings.TitleType, 7); 156 | GUILayout.Space(10); 157 | break; 158 | } 159 | } 160 | Settings.FrameCheckBox = GUILayout.Toggle(Settings.FrameCheckBox, "Frame"); 161 | 162 | Settings.DXPassCheckBox = GUILayout.Toggle(Settings.DXPassCheckBox, "DX Pass"); 163 | if (Settings.DXPassCheckBox) 164 | { 165 | GUILayout.Label("DXPass type:"); 166 | Settings.DXPassType = GUILayout.TextField(Settings.DXPassType, 8); 167 | GUILayout.Space(10); 168 | } 169 | GUILayout.EndVertical(); 170 | break; 171 | case 2: 172 | GUILayout.BeginVertical("Misc"); 173 | // Misc 174 | GUILayout.Label("Misc"); 175 | Settings.InfinityFreedomTimeCheckBox = GUILayout.Toggle(Settings.InfinityFreedomTimeCheckBox, "Infinity FreedomTime"); 176 | Settings.InfinityPrepareTimeCheckBox = GUILayout.Toggle(Settings.InfinityPrepareTimeCheckBox, "Infinity PrepareTime"); 177 | if (GUILayout.Button("Force Track Skip")) 178 | ; 179 | if (GUILayout.Button("Unload")) 180 | Loader.Unload(); 181 | GUILayout.EndVertical(); 182 | break; 183 | default: 184 | break; 185 | } 186 | 187 | // A cute break 188 | break; 189 | } 190 | 191 | GUI.DragWindow(); 192 | } 193 | } 194 | } -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | # Created by https://www.toptal.com/developers/gitignore/api/csharp,jetbrains,visualstudio,unity,rider 3 | # Edit at https://www.toptal.com/developers/gitignore?templates=csharp,jetbrains,visualstudio,unity,rider 4 | 5 | ### Csharp ### 6 | ## Ignore Visual Studio temporary files, build results, and 7 | ## files generated by popular Visual Studio add-ons. 8 | ## 9 | ## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore 10 | 11 | # User-specific files 12 | *.rsuser 13 | *.suo 14 | *.user 15 | *.userosscache 16 | *.sln.docstates 17 | 18 | # User-specific files (MonoDevelop/Xamarin Studio) 19 | *.userprefs 20 | 21 | # Mono auto generated files 22 | mono_crash.* 23 | 24 | # Build results 25 | [Dd]ebug/ 26 | [Dd]ebugPublic/ 27 | [Rr]elease/ 28 | [Rr]eleases/ 29 | x64/ 30 | x86/ 31 | [Ww][Ii][Nn]32/ 32 | [Aa][Rr][Mm]/ 33 | [Aa][Rr][Mm]64/ 34 | bld/ 35 | [Bb]in/ 36 | [Oo]bj/ 37 | [Ll]og/ 38 | [Ll]ogs/ 39 | 40 | # Visual Studio 2015/2017 cache/options directory 41 | .vs/ 42 | # Uncomment if you have tasks that create the project's static files in wwwroot 43 | #wwwroot/ 44 | 45 | # Visual Studio 2017 auto generated files 46 | Generated\ Files/ 47 | 48 | # MSTest test Results 49 | [Tt]est[Rr]esult*/ 50 | [Bb]uild[Ll]og.* 51 | 52 | # NUnit 53 | *.VisualState.xml 54 | TestResult.xml 55 | nunit-*.xml 56 | 57 | # Build Results of an ATL Project 58 | [Dd]ebugPS/ 59 | [Rr]eleasePS/ 60 | dlldata.c 61 | 62 | # Benchmark Results 63 | BenchmarkDotNet.Artifacts/ 64 | 65 | # .NET Core 66 | project.lock.json 67 | project.fragment.lock.json 68 | artifacts/ 69 | 70 | # ASP.NET Scaffolding 71 | ScaffoldingReadMe.txt 72 | 73 | # StyleCop 74 | StyleCopReport.xml 75 | 76 | # Files built by Visual Studio 77 | *_i.c 78 | *_p.c 79 | *_h.h 80 | *.ilk 81 | *.meta 82 | *.obj 83 | *.iobj 84 | *.pch 85 | *.pdb 86 | *.ipdb 87 | *.pgc 88 | *.pgd 89 | *.rsp 90 | *.sbr 91 | *.tlb 92 | *.tli 93 | *.tlh 94 | *.tmp 95 | *.tmp_proj 96 | *_wpftmp.csproj 97 | *.log 98 | *.tlog 99 | *.vspscc 100 | *.vssscc 101 | .builds 102 | *.pidb 103 | *.svclog 104 | *.scc 105 | 106 | # Chutzpah Test files 107 | _Chutzpah* 108 | 109 | # Visual C++ cache files 110 | ipch/ 111 | *.aps 112 | *.ncb 113 | *.opendb 114 | *.opensdf 115 | *.sdf 116 | *.cachefile 117 | *.VC.db 118 | *.VC.VC.opendb 119 | 120 | # Visual Studio profiler 121 | *.psess 122 | *.vsp 123 | *.vspx 124 | *.sap 125 | 126 | # Visual Studio Trace Files 127 | *.e2e 128 | 129 | # TFS 2012 Local Workspace 130 | $tf/ 131 | 132 | # Guidance Automation Toolkit 133 | *.gpState 134 | 135 | # ReSharper is a .NET coding add-in 136 | _ReSharper*/ 137 | *.[Rr]e[Ss]harper 138 | *.DotSettings.user 139 | 140 | # TeamCity is a build add-in 141 | _TeamCity* 142 | 143 | # DotCover is a Code Coverage Tool 144 | *.dotCover 145 | 146 | # AxoCover is a Code Coverage Tool 147 | .axoCover/* 148 | !.axoCover/settings.json 149 | 150 | # Coverlet is a free, cross platform Code Coverage Tool 151 | coverage*.json 152 | coverage*.xml 153 | coverage*.info 154 | 155 | # Visual Studio code coverage results 156 | *.coverage 157 | *.coveragexml 158 | 159 | # NCrunch 160 | _NCrunch_* 161 | .*crunch*.local.xml 162 | nCrunchTemp_* 163 | 164 | # MightyMoose 165 | *.mm.* 166 | AutoTest.Net/ 167 | 168 | # Web workbench (sass) 169 | .sass-cache/ 170 | 171 | # Installshield output folder 172 | [Ee]xpress/ 173 | 174 | # DocProject is a documentation generator add-in 175 | DocProject/buildhelp/ 176 | DocProject/Help/*.HxT 177 | DocProject/Help/*.HxC 178 | DocProject/Help/*.hhc 179 | DocProject/Help/*.hhk 180 | DocProject/Help/*.hhp 181 | DocProject/Help/Html2 182 | DocProject/Help/html 183 | 184 | # Click-Once directory 185 | publish/ 186 | 187 | # Publish Web Output 188 | *.[Pp]ublish.xml 189 | *.azurePubxml 190 | # Note: Comment the next line if you want 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Comment the next line if you want to 696 | # checkin your Azure Web App publish settings, but sensitive information contained 697 | # in these scripts will be unencrypted 698 | 699 | # NuGet Packages 700 | # NuGet Symbol Packages 701 | # The packages folder can be ignored because of Package Restore 702 | # except build/, which is used as an MSBuild target. 703 | # Uncomment if necessary however generally it will be regenerated when needed 704 | # NuGet v3's project.json files produces more ignorable files 705 | 706 | # Microsoft Azure Build Output 707 | 708 | # Microsoft Azure Emulator 709 | 710 | # Windows Store app package directories and files 711 | 712 | # Visual Studio cache files 713 | # files ending in .cache can be ignored 714 | # but keep track of directories ending in .cache 715 | 716 | # Others 717 | 718 | # Including strong name files can present a security risk 719 | # (https://github.com/github/gitignore/pull/2483#issue-259490424) 720 | 721 | # Since there are multiple workflows, uncomment next line to ignore bower_components 722 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 723 | 724 | # RIA/Silverlight projects 725 | 726 | # Backup & report files from converting an old project file 727 | # to a newer Visual Studio version. Backup files are not needed, 728 | # because we have git ;-) 729 | 730 | # SQL Server files 731 | 732 | # Business Intelligence projects 733 | 734 | # Microsoft Fakes 735 | 736 | # GhostDoc plugin setting file 737 | 738 | # Node.js Tools for Visual Studio 739 | 740 | # Visual Studio 6 build log 741 | 742 | # Visual Studio 6 workspace options file 743 | 744 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 745 | 746 | # Visual Studio 6 auto-generated project file (contains which files were open etc.) 747 | 748 | # Visual Studio 6 workspace and project file (working project files containing files to include in project) 749 | 750 | # Visual Studio 6 technical files 751 | 752 | # Visual Studio LightSwitch build output 753 | 754 | # Paket dependency manager 755 | 756 | # FAKE - F# Make 757 | 758 | # CodeRush personal settings 759 | 760 | # Python Tools for Visual Studio (PTVS) 761 | 762 | # Cake - Uncomment if you are using it 763 | # tools/** 764 | # !tools/packages.config 765 | 766 | # Tabs Studio 767 | 768 | # Telerik's JustMock configuration file 769 | 770 | # BizTalk build output 771 | 772 | # OpenCover UI analysis results 773 | 774 | # Azure Stream Analytics local run output 775 | 776 | # MSBuild Binary and Structured Log 777 | 778 | # NVidia Nsight GPU debugger configuration file 779 | 780 | # MFractors (Xamarin productivity tool) working folder 781 | 782 | # Local History for Visual Studio 783 | 784 | # Visual Studio History (VSHistory) files 785 | 786 | # BeatPulse healthcheck temp database 787 | 788 | # Backup folder for Package Reference Convert tool in Visual Studio 2017 789 | 790 | # Ionide (cross platform F# VS Code tools) working folder 791 | 792 | # Fody - auto-generated XML schema 793 | 794 | # VS Code files for those working on multiple tools 795 | 796 | # Local History for Visual Studio Code 797 | 798 | # Windows Installer files from build outputs 799 | 800 | # JetBrains Rider 801 | .idea 802 | 803 | ### VisualStudio Patch ### 804 | # Additional files built by Visual Studio 805 | 806 | # End of https://www.toptal.com/developers/gitignore/api/csharp,jetbrains,visualstudio,unity,rider -------------------------------------------------------------------------------- /Sinmai-Internal-Damage/Sinmai-Internal-Damage-Csharp.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Debug 6 | AnyCPU 7 | {13940F58-B62C-4E16-AFF4-28D32536DBB5} 8 | Library 9 | Properties 10 | Sinmai 11 | Sinmai 12 | v4.8 13 | 512 14 | true 15 | 16 | 17 | 18 | true 19 | full 20 | false 21 | bin\Debug\ 22 | DEBUG;TRACE 23 | prompt 24 | 4 25 | 26 | 27 | pdbonly 28 | true 29 | bin\Release\ 30 | TRACE 31 | prompt 32 | 4 33 | 34 | 35 | 36 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\AMDaemon.NET.dll 37 | 38 | 39 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\AMDaemon.NET_ori.dll 40 | 41 | 42 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Assembly-CSharp.dll 43 | 44 | 45 | False 46 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Assembly-CSharp-firstpass.dll 47 | 48 | 49 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Assembly-CSharp-firstpass_ori.dll 50 | 51 | 52 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Assembly-CSharp_ori.dll 53 | 54 | 55 | False 56 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Mono.Posix.dll 57 | 58 | 59 | False 60 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Mono.Security.dll 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Unity.Analytics.DataPrivacy.dll 71 | 72 | 73 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\Unity.TextMeshPro.dll 74 | 75 | 76 | False 77 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.dll 78 | 79 | 80 | False 81 | 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148 | 149 | False 150 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.IMGUIModule.dll 151 | 152 | 153 | False 154 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.InputModule.dll 155 | 156 | 157 | False 158 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.JSONSerializeModule.dll 159 | 160 | 161 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.LocalizationModule.dll 162 | 163 | 164 | False 165 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.Networking.dll 166 | 167 | 168 | False 169 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.ParticleSystemModule.dll 170 | 171 | 172 | False 173 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.PerformanceReportingModule.dll 174 | 175 | 176 | False 177 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.Physics2DModule.dll 178 | 179 | 180 | False 181 | 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213 | 214 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.SubstanceModule.dll 215 | 216 | 217 | False 218 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TerrainModule.dll 219 | 220 | 221 | False 222 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TerrainPhysicsModule.dll 223 | 224 | 225 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TextCoreModule.dll 226 | 227 | 228 | False 229 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TextRenderingModule.dll 230 | 231 | 232 | False 233 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TilemapModule.dll 234 | 235 | 236 | False 237 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.Timeline.dll 238 | 239 | 240 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TimelineModule.dll 241 | 242 | 243 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.TLSModule.dll 244 | 245 | 246 | False 247 | 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280 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.UnityWebRequestAudioModule.dll 281 | 282 | 283 | False 284 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.UnityWebRequestModule.dll 285 | 286 | 287 | False 288 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.UnityWebRequestTextureModule.dll 289 | 290 | 291 | False 292 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.UnityWebRequestWWWModule.dll 293 | 294 | 295 | False 296 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.VehiclesModule.dll 297 | 298 | 299 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.VFXModule.dll 300 | 301 | 302 | False 303 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.VideoModule.dll 304 | 305 | 306 | False 307 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.VRModule.dll 308 | 309 | 310 | False 311 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.WindModule.dll 312 | 313 | 314 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\UnityEngine.XRModule.dll 315 | 316 | 317 | False 318 | ..\..\..\Arcade\SDEZ1.20\Package\Sinmai_Data\Managed\zxing.unity.dll 319 | 320 | 321 | 322 | 323 | 324 | 325 | 326 | 327 | 328 | 329 | 330 | 331 | 332 | 333 | 334 | 335 | 336 | 337 | 338 | --------------------------------------------------------------------------------