Unstable 0.1500.5.0 (almost forgor edition 💀)

This commit is contained in:
Markus Isberg
2021-10-01 23:56:14 +09:00
parent 3043a9a7bc
commit 08bdfc6cea
150 changed files with 5669 additions and 4403 deletions
@@ -829,7 +829,6 @@ namespace Barotrauma
GameMain.GameSession.EventManager.CurrentIntensity * 100.0f : 0.0f;
IEnumerable<BackgroundMusic> suitableMusic = GetSuitableMusicClips(currentMusicType, currentIntensity);
int mainTrackIndex = 0;
if (suitableMusic.Count() == 0)
{
@@ -861,7 +860,6 @@ namespace Barotrauma
IEnumerable<BackgroundMusic> suitableNoiseLoops = Screen.Selected == GameMain.GameScreen ?
GetSuitableMusicClips(Level.Loaded.LevelData?.Biome?.Identifier, currentIntensity) :
Enumerable.Empty<BackgroundMusic>();
if (suitableNoiseLoops.Count() == 0)
{
targetMusic[noiseLoopIndex] = null;
@@ -877,12 +875,23 @@ namespace Barotrauma
targetMusic[noiseLoopIndex] = null;
}
IEnumerable<BackgroundMusic> suitableTypeAmbiences = GetSuitableMusicClips($"{currentMusicType}ambience", currentIntensity);
int typeAmbienceTrackIndex = 2;
if (suitableTypeAmbiences.None())
{
targetMusic[typeAmbienceTrackIndex] = null;
}
// Switch the type ambience if nothing playing atm or the currently playing clip is not suitable anymore
else if (targetMusic[typeAmbienceTrackIndex] == null || currentMusic[typeAmbienceTrackIndex] == null || !currentMusic[typeAmbienceTrackIndex].IsPlaying() || suitableTypeAmbiences.None(m => m.File == currentMusic[typeAmbienceTrackIndex].Filename))
{
targetMusic[mainTrackIndex] = suitableMusic.GetRandom();
}
//get the appropriate intensity layers for current situation
IEnumerable<BackgroundMusic> suitableIntensityMusic = Screen.Selected == GameMain.GameScreen ?
GetSuitableMusicClips("intensity", currentIntensity) :
Enumerable.Empty<BackgroundMusic>();
int intensityTrackStartIndex = 2;
int intensityTrackStartIndex = 3;
for (int i = intensityTrackStartIndex; i < MaxMusicChannels; i++)
{
//disable targetmusics that aren't suitable anymore
@@ -891,7 +900,6 @@ namespace Barotrauma
targetMusic[i] = null;
}
}
foreach (BackgroundMusic intensityMusic in suitableIntensityMusic)
{
//already playing, do nothing