private void PlayerEnterExit_OnTransitionInterior(PlayerEnterExit.TransitionEventArgs args)
        {
            if (!songPlayer)
            {
                return;
            }

            UpdateSong(true);
        }
Exemple #2
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        private void PlayerEnterExit_OnTransitionDungeonInterior(PlayerEnterExit.TransitionEventArgs args)
        {
            if (!songPlayer)
            {
                return;
            }

            // Dungeons have a dedicated SongManager and only one play list, so SongManager would never change song
            if (currentContext.environment == PlayerMusicEnvironment.DungeonInterior)
            {
                // Immediately change song (instead of waiting for next Update()) to avoid transitory states
                UpdateSong(true);
            }
        }
Exemple #3
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 void OnTransitionToExterior(PlayerEnterExit.TransitionEventArgs args)
 {
     SetFog(currentOutdoorFogSettings, false);
     RenderSettings.fogColor = previousOutdoorFogColor;
 }
Exemple #4
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 void OnTransitionToDungeon(PlayerEnterExit.TransitionEventArgs args)
 {
     previousOutdoorFogColor = RenderSettings.fogColor;
     SetFog(DungeonFogSettings, true);
 }
Exemple #5
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 void OnTransitionToExterior(PlayerEnterExit.TransitionEventArgs args)
 {
     SetFog(currentOutdoorFogSettings, false);
 }
Exemple #6
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 void OnTransitionToDungeon(PlayerEnterExit.TransitionEventArgs args)
 {
     SetFog(DungeonFogSettings, true);
 }
Exemple #7
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 void OnTransitionToInterior(PlayerEnterExit.TransitionEventArgs args)
 {
     SetFog(InteriorFogSettings, true);
 }
Exemple #8
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 private void OnTransitionToDungeonExterior(PlayerEnterExit.TransitionEventArgs args)
 {
     AssembleTopicLists();
 }