MonsterEvent switches state back to "not started" if the sub gets far enough from the monsters (prevents monster music from staying on), SoundPlayer plays a random default music clip if a suitable clip isn't found for the highest priority task

This commit is contained in:
Regalis
2017-03-19 20:34:21 +02:00
parent cd0da235a2
commit d6074d23ab
2 changed files with 40 additions and 30 deletions
+2 -1
View File
@@ -94,12 +94,13 @@ namespace Barotrauma
if (isFinished) return;
isStarted = false;
bool monstersDead = true;
foreach (Character monster in monsters)
{
if (monster.IsDead) continue;
if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.MainSub.WorldPosition) < 5000.0f) isStarted = true;
if (!isStarted && Vector2.DistanceSquared(monster.WorldPosition, Submarine.MainSub.WorldPosition) < 5000.0f*5000.0f) isStarted = true;
monstersDead = false;
break;
+38 -29
View File
@@ -346,42 +346,51 @@ namespace Barotrauma
private static List<BackgroundMusic> GetSuitableMusicClips()
{
Task criticalTask = null;
if (GameMain.GameSession != null && GameMain.GameSession.TaskManager != null)
string musicType = "default";
if (OverrideMusicType != null)
{
foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
musicType = OverrideMusicType;
}
else if (Character.Controlled != null &&
Level.Loaded != null && Level.Loaded.Ruins != null &&
Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
{
musicType = "ruins";
}
else if ((Character.Controlled != null && Character.Controlled.Submarine != null && Character.Controlled.Submarine.AtDamageDepth) ||
(Screen.Selected == GameMain.GameScreen && GameMain.GameScreen.Cam.Position.Y < SubmarineBody.DamageDepth))
{
musicType = "deep";
}
else
{
Task criticalTask = null;
if (GameMain.GameSession != null && GameMain.GameSession.TaskManager != null)
{
if (!task.IsStarted) continue;
if (criticalTask == null || task.Priority > criticalTask.Priority)
foreach (Task task in GameMain.GameSession.TaskManager.Tasks)
{
criticalTask = task;
if (!task.IsStarted) continue;
if (criticalTask == null || task.Priority > criticalTask.Priority)
{
criticalTask = task;
}
}
}
if (criticalTask != null)
{
var suitableClips =
musicClips.Where(music =>
music != null &&
music.type == criticalTask.MusicType &&
music.priorityRange.X < criticalTask.Priority &&
music.priorityRange.Y > criticalTask.Priority).ToList();
if (suitableClips.Count > 0) return suitableClips;
}
}
if (OverrideMusicType != null)
{
return musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
}
else if (Character.Controlled != null && Level.Loaded != null && Level.Loaded.Ruins!=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.MainSub != null && Submarine.MainSub.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();
return musicClips.Where(music => music != null && music.type == musicType).ToList();
}
public static void PlaySplashSound(Vector2 worldPosition, float strength)