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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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Merge branch 'main' into dev
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commit
67590c5176
@ -5,6 +5,10 @@ using UnityEngine;
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namespace NewHorizons.Handlers
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{
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/// <summary>
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/// copied from LoadManager.
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/// exists so we can do things after the fade without patching.
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/// </summary>
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public static class FadeHandler
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{
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public static void FadeOut(float length) => Delay.StartCoroutine(FadeOutCoroutine(length));
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@ -17,11 +21,14 @@ namespace NewHorizons.Handlers
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while (Time.unscaledTime < endTime)
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{
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LoadManager.s_instance._fadeImage.color = Color.Lerp(Color.clear, Color.black, (Time.unscaledTime - startTime) / length);
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var t = Mathf.Clamp01((Time.unscaledTime - startTime) / length);
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LoadManager.s_instance._fadeImage.color = Color.Lerp(Color.clear, Color.black, t);
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AudioListener.volume = 1f - t;
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yield return new WaitForEndOfFrame();
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}
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LoadManager.s_instance._fadeImage.color = Color.black;
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AudioListener.volume = 0;
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yield return new WaitForEndOfFrame();
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}
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@ -981,11 +981,11 @@ namespace NewHorizons
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OWInput.ChangeInputMode(InputMode.None);
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// Hide unloading
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ManualOnStartSceneLoad(sceneToLoad);
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FadeHandler.FadeThen(1f, () =>
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{
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// Slide reel unloading is tied to being removed from the sector, so we do that here to prevent a softlock
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Locator.GetPlayerSectorDetector().RemoveFromAllSectors();
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ManualOnStartSceneLoad(sceneToLoad); // putting it before fade breaks ship warp effect cuz pause
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LoadManager.LoadSceneImmediate(sceneToLoad);
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});
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}
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