fix some stuff ok?
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@ -16,7 +16,7 @@ namespace MuzikaGromche
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{
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Name = "MuzikaGromche",
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WindUpTimer = 46.3f,
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Bpm = 120f,
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Bpm = 130f,
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},
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new Track
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{
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@ -73,6 +73,12 @@ namespace MuzikaGromche
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{
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__state = new State();
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__state.prevStateindex = __instance.previousState;
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if (__instance.currentBehaviourStateIndex == 2 && __instance.previousBehaviourStateIndex != 2) {
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// if just popped out
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// then override farAudio so that vanilla logic does not stop the music
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__state.farAudio = __instance.farAudio;
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__instance.farAudio = __instance.creatureVoice;
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}
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}
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static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow];
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@ -100,14 +106,22 @@ namespace MuzikaGromche
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[HarmonyPostfix]
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public static void DoNotStopTheMusic(JesterAI __instance, State __state)
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{
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if (__state.farAudio != null)
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{
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__instance.farAudio = __state.farAudio;
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}
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if (__instance.currentBehaviourStateIndex is 1 && __state.prevStateindex != 1)
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{
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// if just started winding up
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// then stop the default music...
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__instance.farAudio.Stop();
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__instance.farAudio.Pause();
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}
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if (__instance.currentBehaviourStateIndex is 1 && !__instance.farAudio.isPlaying)
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{
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// ...and start modded music
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var seed = RoundManager.Instance.dungeonGenerator.Generator.ChosenSeed;
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var trackId = seed % Plugin.Tracks.Length;
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Debug.Log($"Seed is {seed}, chosen track is {trackId} out of {Plugin.Tracks.Length} tracks");
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@ -155,6 +169,7 @@ namespace MuzikaGromche
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internal class State
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{
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public AudioSource farAudio;
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public int prevStateindex;
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}
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}
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