private void PlayerEnterExit_OnTransitionInterior(PlayerEnterExit.TransitionEventArgs args) { if (!songPlayer) { return; } UpdateSong(true); }
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); } }
void OnTransitionToExterior(PlayerEnterExit.TransitionEventArgs args) { SetFog(currentOutdoorFogSettings, false); RenderSettings.fogColor = previousOutdoorFogColor; }
void OnTransitionToDungeon(PlayerEnterExit.TransitionEventArgs args) { previousOutdoorFogColor = RenderSettings.fogColor; SetFog(DungeonFogSettings, true); }
void OnTransitionToExterior(PlayerEnterExit.TransitionEventArgs args) { SetFog(currentOutdoorFogSettings, false); }
void OnTransitionToDungeon(PlayerEnterExit.TransitionEventArgs args) { SetFog(DungeonFogSettings, true); }
void OnTransitionToInterior(PlayerEnterExit.TransitionEventArgs args) { SetFog(InteriorFogSettings, true); }
private void OnTransitionToDungeonExterior(PlayerEnterExit.TransitionEventArgs args) { AssembleTopicLists(); }