Underwater rushed audio job
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@@ -100,7 +100,10 @@ namespace Minigames.DivingForPictures
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private static DivingGameManager _instance = null;
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private static bool _isQuitting = false;
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public AudioSource deathAudioPlayer;
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public static DivingGameManager Instance => _instance;
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private void Awake()
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@@ -352,6 +355,7 @@ namespace Minigames.DivingForPictures
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if (currentRopeIndex >= playerRopes.Length)
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{
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TriggerGameOver();
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deathAudioPlayer.Play();
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}
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else
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{
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@@ -661,6 +665,7 @@ namespace Minigames.DivingForPictures
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if (surfacingTimeline != null)
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{
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//Instead of surfacingTimeline, play the outro cinematic
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deathAudioPlayer.Stop();
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CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic");
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CinematicsManager.Instance.ShowCinematicBackground(true);
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//surfacingTimeline.Play();
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@@ -2,6 +2,7 @@
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using System.Collections;
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using AppleHills.Core.Settings;
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using Core;
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using UnityEngine.Audio;
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namespace Minigames.DivingForPictures
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{
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@@ -22,6 +23,7 @@ namespace Minigames.DivingForPictures
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private bool _isShowingDamageColor;
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private Coroutine _blinkCoroutine;
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private Color _originalColor;
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public AudioSource damagePlayer;
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private void Awake()
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{
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@@ -95,6 +97,7 @@ namespace Minigames.DivingForPictures
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// Start a new blink coroutine
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_blinkCoroutine = StartCoroutine(BlinkCoroutine());
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damagePlayer.Play();
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}
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/// <summary>
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