Fix biome selection causing bgm-related crash
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@ -453,13 +453,13 @@ export class SelectBiomePhase extends BattlePhase {
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start() {
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super.start();
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this.scene.fadeOutBgm(2000, true);
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const currentBiome = this.scene.arena.biomeType;
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const setNextBiome = (nextBiome: Biome) => {
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if (this.scene.gameMode === GameMode.CLASSIC)
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this.scene.unshiftPhase(new PartyHealPhase(this.scene, false));
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else
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this.scene.fadeOutBgm(2000, true);
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this.scene.unshiftPhase(new SwitchBiomePhase(this.scene, nextBiome));
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this.end();
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};
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@ -867,11 +867,11 @@ export default class BattleScene extends Phaser.Scene {
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playNewBgm();
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});
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if (fadeOut) {
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this.fadeOutBgm(500, true);
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this.time.delayedCall(750, () => {
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const onBgmFaded = () => {
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if (loaded && (!this.bgm.isPlaying || this.bgm.pendingRemove))
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playNewBgm();
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});
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};
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this.time.delayedCall(this.fadeOutBgm(500, true) ? 750 : 250, onBgmFaded);
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}
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if (!this.load.isLoading())
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this.load.start();
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@ -887,7 +887,7 @@ export default class BattleScene extends Phaser.Scene {
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this.bgm.resume();
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}
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fadeOutBgm(duration?: integer, destroy?: boolean): void {
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fadeOutBgm(duration?: integer, destroy?: boolean): boolean {
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if (!this.bgm)
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return;
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if (!duration)
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@ -895,7 +895,12 @@ export default class BattleScene extends Phaser.Scene {
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if (destroy === undefined)
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destroy = true;
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const bgm = this.sound.get(this.bgm.key);
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SoundFade.fadeOut(this, bgm, duration, destroy);
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if (bgm) {
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SoundFade.fadeOut(this, bgm, duration, destroy);
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return true;
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}
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return false;
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}
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playSound(soundName: string, config?: object) {
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