public MusicPlaylist(World world, MusicPlaylistInfo info) { this.info = info; IsMusicAvailable = world.Map.Rules.InstalledMusic.Any(); playlist = world.Map.Rules.InstalledMusic.Select(a => a.Value).ToArray(); if (!IsMusicAvailable) return; random = playlist.Shuffle(Game.CosmeticRandom).ToArray(); if (!string.IsNullOrEmpty(info.StartingMusic) && world.Map.Rules.Music.ContainsKey(info.StartingMusic) && world.Map.Rules.Music[info.StartingMusic].Exists) { currentSong = world.Map.Rules.Music[info.StartingMusic]; repeat = info.LoopStartingMusic; } else { currentSong = Game.Settings.Sound.Shuffle ? random.First() : playlist.First(); repeat = Game.Settings.Sound.Repeat; } Play(); }
public MusicPlaylist(World world, MusicPlaylistInfo info) { this.info = info; IsMusicAvailable = world.Map.Rules.InstalledMusic.Any(); playlist = world.Map.Rules.InstalledMusic.Select(a => a.Value).ToArray(); if (!IsMusicAvailable) { return; } random = playlist.Shuffle(Game.CosmeticRandom).ToArray(); if (!string.IsNullOrEmpty(info.StartingMusic) && world.Map.Rules.Music.ContainsKey(info.StartingMusic) && world.Map.Rules.Music[info.StartingMusic].Exists) { currentSong = world.Map.Rules.Music[info.StartingMusic]; repeat = info.LoopStartingMusic; } else { currentSong = Game.Settings.Sound.Shuffle ? random.First() : playlist.First(); repeat = Game.Settings.Sound.Repeat; } Play(); }