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Fixed undefined behaviour when custom credits attributes aren't specified (#1078)
## Bug fixes - Fixed undefined behaviour when custom credits attributes aren't specified
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commit
4c031f9df5
@ -165,7 +165,14 @@ namespace NewHorizons.Components
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// Patch new music clip
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// Patch new music clip
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var musicSource = Locator.FindObjectsOfType<OWAudioSource>().Where(x => x.name == "AudioSource").Single(); // AudioSource that plays the credits music is literally called "AudioSource", luckily it's the only one called that. Lazy OW devs do be lazy.
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var musicSource = Locator.FindObjectsOfType<OWAudioSource>().Where(x => x.name == "AudioSource").Single(); // AudioSource that plays the credits music is literally called "AudioSource", luckily it's the only one called that. Lazy OW devs do be lazy.
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AudioUtilities.SetAudioClip(musicSource, gameOver.audio, mod);
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if (!string.IsNullOrEmpty(gameOver.audio)) // string.Empty is default value for "audio" in GameOverModule, means no audio is specified.
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{
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AudioUtilities.SetAudioClip(musicSource, gameOver.audio, mod); // Load audio if specified
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}
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else
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{
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musicSource.AssignAudioLibraryClip(AudioType.PLACEHOLDER); // Otherwise default custom credits are silent - AudioType.PLACEHOLDER is silence (apparently)
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}
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musicSource.loop = gameOver.audioLooping;
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musicSource.loop = gameOver.audioLooping;
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musicSource._maxSourceVolume = gameOver.audioVolume;
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musicSource._maxSourceVolume = gameOver.audioVolume;
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10
NewHorizons/External/Modules/GameOverModule.cs
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10
NewHorizons/External/Modules/GameOverModule.cs
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@ -26,6 +26,7 @@ namespace NewHorizons.External.Modules
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/// <summary>
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/// <summary>
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/// The audio to use for the credits music. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
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/// The audio to use for the credits music. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
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/// Credits will be silent unless this attribute is specified.
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/// Note: only applies when creditsType is set to "custom".
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/// Note: only applies when creditsType is set to "custom".
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/// </summary>
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/// </summary>
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public string audio;
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public string audio;
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@ -34,22 +35,19 @@ namespace NewHorizons.External.Modules
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/// The length of the fade in and out for the credits music.
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/// The length of the fade in and out for the credits music.
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/// Note: only applies when creditsType is set to "custom".
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/// Note: only applies when creditsType is set to "custom".
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/// </summary>
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/// </summary>
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[DefaultValue(1f)]
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[DefaultValue(1f)] public float audioVolume = 1f;
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public float audioVolume;
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/// <summary>
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/// <summary>
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/// Determines if the credits music should loop.
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/// Determines if the credits music should loop.
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/// Note: only applies when creditsType is set to "custom".
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/// Note: only applies when creditsType is set to "custom".
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/// </summary>
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/// </summary>
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[DefaultValue(false)]
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[DefaultValue(false)] public bool audioLooping = false;
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public bool audioLooping;
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/// <summary>
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/// <summary>
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/// Duration of the credits scroll in seconds.
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/// Duration of the credits scroll in seconds.
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/// Note: only applies when creditsType is set to "custom".
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/// Note: only applies when creditsType is set to "custom".
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/// </summary>
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/// </summary>
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[DefaultValue(120f)]
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[DefaultValue(120f)] public float length = 120f;
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public float length;
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/// <summary>
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/// <summary>
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/// The type of credits that will run after the game over message is shown
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/// The type of credits that will run after the game over message is shown
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