Dirty workaround for background music breaking during loading (the music is switched when a round starts), the "wall" at the top of the levels is drawn on top of the lightmap, small fixes in AIObjectiveGetItem and BackGroundSpriteManager

This commit is contained in:
Regalis
2016-05-15 17:58:56 +03:00
parent 4a54788d7b
commit be72fee824
8 changed files with 66 additions and 43 deletions
+51 -38
View File
@@ -229,44 +229,7 @@ namespace Barotrauma
{
if (musicClips == null) return;
Task criticalTask = null;
if (GameMain.GameSession!=null && GameMain.GameSession.TaskManager != null)
{
foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
{
if (!task.IsStarted) continue;
if (criticalTask == null || task.Priority > criticalTask.Priority)
{
criticalTask = task;
}
}
}
List<BackgroundMusic> suitableMusic = null;
if (OverrideMusicType != null)
{
suitableMusic = musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
}
else if (Character.Controlled != null && Level.Loaded != null && Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
{
suitableMusic = musicClips.Where(x => x != null && x.type == "ruins").ToList();
}
else if (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth)
{
suitableMusic = musicClips.Where(x => x != null && x.type == "deep").ToList();
}
else if (criticalTask == null)
{
suitableMusic = musicClips.Where(x => x != null && x.type == "default").ToList();
}
else
{
suitableMusic = musicClips.Where(x =>
x != null &&
x.type == criticalTask.MusicType &&
x.priorityRange.X < criticalTask.Priority &&
x.priorityRange.Y > criticalTask.Priority).ToList();
}
List<BackgroundMusic> suitableMusic = GetSuitableMusicClips();
if (suitableMusic.Count > 0 && !suitableMusic.Contains(currentMusic))
{
@@ -297,6 +260,56 @@ namespace Barotrauma
}
}
public static void SwitchMusic()
{
var suitableMusic = GetSuitableMusicClips();
if (suitableMusic.Count > 1)
{
targetMusic = suitableMusic.Find(m => m != currentMusic);
}
}
private static List<BackgroundMusic> GetSuitableMusicClips()
{
Task criticalTask = null;
if (GameMain.GameSession != null && GameMain.GameSession.TaskManager != null)
{
foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
{
if (!task.IsStarted) continue;
if (criticalTask == null || task.Priority > criticalTask.Priority)
{
criticalTask = task;
}
}
}
if (OverrideMusicType != null)
{
return musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
}
else if (Character.Controlled != null && Level.Loaded != null && Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
{
return musicClips.Where(x => x != null && x.type == "ruins").ToList();
}
else if (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth)
{
return musicClips.Where(x => x != null && x.type == "deep").ToList();
}
else if (criticalTask == null)
{
return musicClips.Where(x => x != null && x.type == "default").ToList();
}
return musicClips.Where(x =>
x != null &&
x.type == criticalTask.MusicType &&
x.priorityRange.X < criticalTask.Priority &&
x.priorityRange.Y > criticalTask.Priority).ToList();
}
public static void PlaySplashSound(Vector2 worldPosition, float strength)
{
int splashIndex = MathHelper.Clamp((int)(strength + Rand.Range(-2,2)), 0, SplashSounds.Length-1);