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Add start state for townsfolks
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11 files changed

+103
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UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity

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m_TargetAssemblyTypeName: AudioManager, Assembly-CSharp
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UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Conditions/StartIdle_RandomTimerElapsed.asset.meta

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UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/Idle.asset

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UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/States/Start.asset.meta

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UOP1_Project/Assets/ScriptableObjects/StateMachine/NPC/Townsfolk/Townsfolk_TransitionTable.asset

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UOP1_Project/Assets/Scripts/Audio/AudioManager.cs

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return false;
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}
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/// <summary>
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/// Only used by the timeline to stop the gameplay music during the final cutscene
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/// </summary>
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/// <returns></returns>
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public void TimelineInterruptsMusic()
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{
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StopMusic(AudioCueKey.Invalid);
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}
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/// <summary>
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/// Plays an AudioCue by requesting the appropriate number of SoundEmitters from the pool.
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/// </summary>

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