1using System.Collections.Generic;
12 public static readonly List<ActorEx>
instances =
new List<ActorEx>();
47 audioSource.clip =
data.clip;
48 audioSource.pitch = data.pitch * (1f + ((data.randomPitch == 0f) ? 0f :
Rand.
Range(0f -
data.randomPitch,
data.randomPitch)));
62 bool flag = room2 ==
null || room2.data.atrium || !room2.
HasRoof;
63 bool flag2 = room == room2 || (room2 ==
null && (room.data.atrium || !room.
HasRoof));
64 bool num = flag2 || room?.
lot == room2?.
lot;
70 if (!flag2 && room2 !=
null)
81 num2 *= 0.5f + (flag ? 0.25f : 0f);
87 float num4 = (float)(8 - num3) * SoundManager.current.jukeboxMod - 0.2f;
88 if (num4 < SoundManager.bgmDumpMod)
90 SoundManager.bgmDumpMod = num4;
118 if (base.gameObject.activeSelf)
122 base.gameObject.SetActive(value:
false);
132 base.gameObject.SetActive(value:
true);
138 base.gameObject.SetActive(volume > 0f);
142 audioSource.volume = data.volume * volume;
155 base.transform.position = vector;
159 SoundManager.current.Play(
data, vector, volume);
166 Object.Destroy(base.gameObject);
190 instance.UpdateSameSoundCount();
205 Vector3 position = base.transform.position;
208 if ((
bool)instance && (
bool)instance.
audioSource && !(instance.
audioSource.clip != clip) && !((instance.transform.position - position).sqrMagnitude > num))
void RefreshNearbyCounts()
static readonly List< ActorEx > instances
void UpdateSameSoundCount()
Dictionary< int, BGMData > dictBGM
static LayerDrama Instance
ref Vector3 PositionCenter()
static int Range(int min, int max)