feat: safely merge partial persistent updates and update hide ui script

This commit is contained in:
CAtlas0784 committed 2026-10-17 01:05:58 +07:00
1 parent 332171cafb
commit 83fa8c7d44
3 files changed
+115 -56

No files matched your search

+99 -53
View File
@@ -1,7 +1,8 @@
-- ==============================================================================
-- Hide UI Lua Script for Honkai: Star Rail (FFGO Method)
-- Hide UI Lua Script for Honkai: Star Rail
-- Press "ฃ" (Backslash '\' on keyboard) to toggle UI visibility
-- Uses /UIRoot/Page CanvasGroup alpha - character rendering stays completely intact!
-- Completely hides 100% of UI elements (HUD, Minimap, UID, Texts, Battle UI, WorldUI)
-- Matches the clean visual result of 3Dmigoto/SRMI shader-override mod!
-- ==============================================================================
local Input = CS.UnityEngine.Input
@@ -9,31 +10,15 @@ local KeyCode = CS.UnityEngine.KeyCode
local Time = CS.UnityEngine.Time
local GameObject = CS.UnityEngine.GameObject
local CanvasGroup = CS.UnityEngine.CanvasGroup
local Canvas = CS.UnityEngine.Canvas
local Camera = CS.UnityEngine.Camera
_G.__HIDE_UI_ENABLED = _G.__HIDE_UI_ENABLED or false
_G.__HIDE_UI_LAST_FRAME = _G.__HIDE_UI_LAST_FRAME or 0
_G.__ORIG_CAM_MASKS = _G.__ORIG_CAM_MASKS or {}
_G.__HIDE_UI_PERIODIC = _G.__HIDE_UI_PERIODIC or 0
-- Ensure all cameras and canvases are restored if previously disabled
pcall(function()
local allCams = Camera.allCameras
if allCams and allCams.Length > 0 then
for i = 0, allCams.Length - 1 do
local c = allCams[i]
if c and (c.name == "UICamera" or string.find(c.name, "UI") or string.find(c.name, "ui")) then
c.enabled = true
end
end
end
local canvases = GameObject.FindObjectsOfType(typeof(CS.UnityEngine.Canvas))
if canvases and canvases.Length > 0 then
for i = 0, canvases.Length - 1 do
if canvases[i] then canvases[i].enabled = true end
end
end
end)
local function ensure_canvas_and_set_alpha(obj, visible)
local function set_canvas_group_state(obj, visible)
if not obj then return end
pcall(function()
local cg = obj:GetComponent(typeof(CanvasGroup))
@@ -42,29 +27,69 @@ local function ensure_canvas_and_set_alpha(obj, visible)
end
if cg then
cg.alpha = visible and 1.0 or 0.0
cg.interactable = true
cg.blocksRaycasts = true
cg.blocksRaycasts = visible
cg.interactable = visible
end
end)
end
local function set_canvasgroup_visible(obj, visible)
if not obj then return end
local function apply_camera_culling(visible)
pcall(function()
local cg = obj:GetComponent(typeof(CanvasGroup))
if cg then
cg.alpha = visible and 1.0 or 0.0
cg.interactable = true
cg.blocksRaycasts = true
local allCams = Camera.allCameras
if allCams and allCams.Length > 0 then
for i = 0, allCams.Length - 1 do
local c = allCams[i]
if c and c.name then
local lower = string.lower(c.name)
-- Target UICamera and UI overlay cameras, never touch Main Camera
if (string.find(lower, "ui") ~= nil) and (string.find(lower, "main") == nil) then
local camId = c:GetInstanceID()
if not visible then
if not _G.__ORIG_CAM_MASKS[camId] and c.cullingMask ~= 0 then
_G.__ORIG_CAM_MASKS[camId] = c.cullingMask
end
c.cullingMask = 0
else
if _G.__ORIG_CAM_MASKS[camId] ~= nil and _G.__ORIG_CAM_MASKS[camId] ~= 0 then
c.cullingMask = _G.__ORIG_CAM_MASKS[camId]
else
c.cullingMask = 32 -- Default layer 5 (UI)
end
end
end
end
end
end
end)
end
for i = 0, obj.transform.childCount - 1 do
local child = obj.transform:GetChild(i).gameObject
local childCg = child:GetComponent(typeof(CanvasGroup))
if childCg then
childCg.alpha = visible and 1.0 or 0.0
childCg.interactable = true
childCg.blocksRaycasts = true
local function apply_ui_root(visible)
pcall(function()
local uiRoot = GameObject.Find("/UIRoot") or GameObject.Find("UIRoot")
if uiRoot then
set_canvas_group_state(uiRoot, visible)
local tr = uiRoot.transform
for i = 0, tr.childCount - 1 do
local child = tr:GetChild(i).gameObject
set_canvas_group_state(child, visible)
local ctr = child.transform
for j = 0, ctr.childCount - 1 do
set_canvas_group_state(ctr:GetChild(j).gameObject, visible)
end
end
end
end)
end
local function apply_all_canvases(visible)
pcall(function()
local canvases = GameObject.FindObjectsOfType(typeof(Canvas))
if canvases and canvases.Length > 0 then
for i = 0, canvases.Length - 1 do
local cv = canvases[i]
if cv and cv.gameObject then
set_canvas_group_state(cv.gameObject, visible)
end
end
end
end)
@@ -72,15 +97,29 @@ end
local function set_ui_visible(visible)
pcall(function()
local gameUI = GameObject.Find("/UIRoot/Page") or GameObject.Find("UIRoot/Page")
if gameUI then
ensure_canvas_and_set_alpha(gameUI, visible)
local battleGameUI = GameObject.Find("/UIRoot/Page/BattleGamePhaseUI(Clone)") or GameObject.Find("UIRoot/Page/BattleGamePhaseUI(Clone)")
if battleGameUI then
ensure_canvas_and_set_alpha(battleGameUI, visible)
set_canvasgroup_visible(battleGameUI, visible)
-- 1. UI Camera Culling Mask
apply_camera_culling(visible)
-- 2. Entire /UIRoot tree (Page, HUD, Dialog, AboveDialog, Top, Popup, Guide, etc.)
apply_ui_root(visible)
-- 3. Specific known clones / watermarks
pcall(function()
local specific = {
"UIRoot/Page/BattleGamePhaseUI(Clone)",
"UIRoot/AboveDialog/BetaHintDialog(Clone)",
"VersionText"
}
for _, path in ipairs(specific) do
local obj = GameObject.Find(path)
if obj then
set_canvas_group_state(obj, visible)
end
end
end
end)
-- 4. All active Canvases in scene (ScreenSpace & WorldSpace billboards/nameplates)
apply_all_canvases(visible)
end)
end
@@ -90,24 +129,31 @@ function _G.__HIDE_UI_TICK()
if _G.__HIDE_UI_LAST_FRAME == curFrame then
return
end
_G.__HIDE_UI_LAST_FRAME = curFrame
-- Check physical key 'ฃ' on keyboard (KeyCode.Backslash)
-- Physical key '\' / 'ฃ' (KeyCode.Backslash)
if Input.GetKeyDown(KeyCode.Backslash) then
_G.__HIDE_UI_LAST_FRAME = curFrame
_G.__HIDE_UI_ENABLED = not _G.__HIDE_UI_ENABLED
set_ui_visible(not _G.__HIDE_UI_ENABLED)
if _G.__HIDE_UI_ENABLED then
CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle]</color> <color=#FF5555>UI Hidden (ซ่อน UI แล้ว)</color>")
CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle]</color> <color=#FF5555>UI Hidden (ซ่อน UI ทั้งหมด 100% เรียบร้อย)</color>")
else
CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle]</color> <color=#55FF55>UI Restored (แสดง UI ตามปกติ)</color>")
CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle]</color> <color=#55FF55>UI Restored (แสดง UI ตามปกติแล้ว)</color>")
end
end
-- When hidden, keep enforcing /UIRoot/Page visibility
-- While hidden, keep enforcing to prevent newly spawned UI from appearing
if _G.__HIDE_UI_ENABLED then
set_ui_visible(false)
apply_camera_culling(false)
apply_ui_root(false)
_G.__HIDE_UI_PERIODIC = (_G.__HIDE_UI_PERIODIC or 0) + 1
if _G.__HIDE_UI_PERIODIC >= 30 then
_G.__HIDE_UI_PERIODIC = 0
apply_all_canvases(false)
end
end
end)
end
@@ -127,5 +173,5 @@ if not _G.__HIDE_UI_REGISTERED then
pcall(function() CS.UnityEngine.Application.onBeforeRender('+', function() _G.__HIDE_UI_TICK() end) end)
pcall(function() CS.UnityEngine.Application.onBeforeRender = CS.UnityEngine.Application.onBeforeRender + function() _G.__HIDE_UI_TICK() end end)
CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle Script]</color> Loaded successfully (FFGO method)! Press 'ฃ' to toggle UI.")
CS.UnityEngine.Debug.Log("<color=#FF00FF>[UI Toggle Script]</color> 100% Clean HideUI loaded! Press 'ฃ' to toggle UI.")
end