forked from nikita/muzika-gromche
Fix AudioSource distance check for lyrics event
It was checking maxDistance of a non-overridden loop clip during windup.
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@ -3,6 +3,7 @@
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## MuzikaGromche 13.37.1337
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## MuzikaGromche 13.37.1337
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- Added LobbyCompatibility to dependencies to avoid desync issues.
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- Added LobbyCompatibility to dependencies to avoid desync issues.
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- Fixed lyrics not being displayed in some situations.
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## MuzikaGromche 13.37.911 - Sri Lanka Bus hotfix
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## MuzikaGromche 13.37.911 - Sri Lanka Bus hotfix
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@ -496,6 +496,9 @@ namespace MuzikaGromche
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SetLightColor(Color.white);
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SetLightColor(Color.white);
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}
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}
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// Max audible distance for AudioSource and LyricsEvent
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public const float AudioMaxDistance = 150;
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public static bool LocalPlayerCanHearMusic(EnemyAI jester)
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public static bool LocalPlayerCanHearMusic(EnemyAI jester)
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{
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{
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var player = GameNetworkManager.Instance.localPlayerController;
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var player = GameNetworkManager.Instance.localPlayerController;
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@ -504,7 +507,7 @@ namespace MuzikaGromche
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return false;
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return false;
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}
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}
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var distance = Vector3.Distance(player.transform.position, jester.transform.position);
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var distance = Vector3.Distance(player.transform.position, jester.transform.position);
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return distance < jester.creatureVoice.maxDistance;
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return distance <= AudioMaxDistance;
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}
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}
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private void Awake()
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private void Awake()
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@ -1803,7 +1806,7 @@ namespace MuzikaGromche
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__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
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__instance.popUpTimer = Plugin.CurrentTrack.WindUpTimer;
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// Override popGoesTheWeaselTheme with Start audio
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// Override popGoesTheWeaselTheme with Start audio
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__instance.farAudio.maxDistance = 150;
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__instance.farAudio.maxDistance = Plugin.AudioMaxDistance;
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__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
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__instance.farAudio.clip = Plugin.CurrentTrack.LoadedStart;
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__instance.farAudio.loop = false;
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__instance.farAudio.loop = false;
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if (Config.ShouldSkipWindingPhase)
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if (Config.ShouldSkipWindingPhase)
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@ -1838,7 +1841,7 @@ namespace MuzikaGromche
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// Override screamingSFX with Loop, delayed by the remaining time of the Start audio
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// Override screamingSFX with Loop, delayed by the remaining time of the Start audio
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__instance.creatureVoice.Stop();
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__instance.creatureVoice.Stop();
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__instance.creatureVoice.maxDistance = 150;
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__instance.creatureVoice.maxDistance = Plugin.AudioMaxDistance;
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__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
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__instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop;
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__instance.creatureVoice.PlayDelayed(delay);
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__instance.creatureVoice.PlayDelayed(delay);
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