Fix double triggering start of music

State transitions are only handled by changes to previousState on
per-frame basis, so only compare before/after of previousState.
This commit is contained in:
ivan tkachenko 2025-07-10 04:42:04 +03:00
parent 2284636576
commit 9176e35344
1 changed files with 5 additions and 5 deletions

View File

@ -188,7 +188,7 @@ namespace MuzikaGromche
{
previousState = __instance.previousState
};
if (__instance.currentBehaviourStateIndex == 2 && __instance.previousBehaviourStateIndex != 2)
if (__instance.currentBehaviourStateIndex == 2 && __instance.previousState != 2)
{
// if just popped out
// then override farAudio so that vanilla logic does not stop the music
@ -206,7 +206,7 @@ namespace MuzikaGromche
__instance.farAudio = __state.farAudio;
}
if (__instance.currentBehaviourStateIndex == 1 && __state.previousState != 1)
if (__instance.previousState == 1 && __state.previousState != 1)
{
// if just started winding up
// then stop the default music...
@ -236,19 +236,19 @@ namespace MuzikaGromche
__instance.farAudio.Play();
}
if (__instance.currentBehaviourStateIndex == 2 && __state.previousState != 2)
if (__instance.previousState == 2 && __state.previousState != 2)
{
__instance.creatureVoice.Stop();
Plugin.StartLightSwitching(__instance);
}
if (__instance.currentBehaviourStateIndex != 2 && __state.previousState == 2)
if (__instance.previousState != 2 && __state.previousState == 2)
{
Plugin.StopLightSwitching(__instance);
Plugin.ResetLightColor();
}
if (__instance.currentBehaviourStateIndex == 2 && !__instance.creatureVoice.isPlaying)
if (__instance.previousState == 2 && !__instance.creatureVoice.isPlaying)
{
__instance.creatureVoice.maxDistance = 150;
__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;