private void PlayBackground(PlayerStage stage) { if (backgroundPlayer.isPlaying) { backgroundPlayer.Stop(); } switch (stage) { case PlayerStage.crawlingOneWay: backgroundPlayer.clip = backgroundOne; break; case PlayerStage.crawlingTwoWay: backgroundPlayer.clip = backgroundTwo; break; case PlayerStage.crawlingAll: backgroundPlayer.clip = backgroundThree; break; case PlayerStage.walkingAll: backgroundPlayer.clip = backgroundFour; break; } if (backgroundPlayer.clip != null) { backgroundPlayer.Play(); } }
/// <summary> /// Advances the player's stage to the next stage of the turn. /// </summary> public void AdvStage() { if (PlayerStage.Equals(PLAYER_STAGE_DRAW)) { PlayerStage = PLAYER_STAGE_TURN; return; } if (PlayerStage.Equals(PLAYER_STAGE_TURN)) { PlayerStage = PLAYER_STAGE_ATTACKING; return; } if (PlayerStage.Equals(PLAYER_STAGE_ATTACKING)) { PlayerStage = PLAYER_STAGE_WAITING; return; } if (PlayerStage.Equals(PLAYER_STAGE_WAITING)) { PlayerStage = PLAYER_STAGE_DRAW; return; } }
/// <summary> /// This is where we inject our custom characters into the new game screen. /// </summary> public override void PopulatePages() { this._playerClasses.Clear(); this._playerStages.Clear(); this._pages.ClearPages(); var selections = Data.GetPlayerSelectionsAvailable().ToList(); selections.AddRange(ContentManagerHook.AdditionalCharacters()); foreach (ICharacterClass playerClass in selections) { PlayerStage playerStage = new PlayerStage(); playerStage.CharacterClass = playerClass; playerStage.IsAvailable = this.IsAvailable(playerClass); this._playerClasses.Add(playerClass); this._playerStages.Add(playerStage); this._pages.AddPage(playerClass.DisplayName, (Page)playerStage, (object)playerClass); } this.SelectedPlayer = Enumerable.FirstOrDefault<ICharacterClass>((IEnumerable<ICharacterClass>)this._playerClasses, (Func<ICharacterClass, bool>)(x => this.IsAvailable(x))); this.ForceResize(); }
/// <summary> /// This is where we inject our custom characters into the new game screen. /// </summary> public override void PopulatePages() { this._playerClasses.Clear(); this._playerStages.Clear(); this._pages.ClearPages(); var selections = Data.GetPlayerSelectionsAvailable().ToList(); selections.AddRange(ContentManagerHook.AdditionalCharacters()); foreach (ICharacterClass playerClass in selections) { PlayerStage playerStage = new PlayerStage(); playerStage.CharacterClass = playerClass; playerStage.IsAvailable = this.IsAvailable(playerClass); this._playerClasses.Add(playerClass); this._playerStages.Add(playerStage); this._pages.AddPage(playerClass.DisplayName, (Page)playerStage, (object)playerClass); } this.SelectedPlayer = Enumerable.FirstOrDefault <ICharacterClass>((IEnumerable <ICharacterClass>) this._playerClasses, (Func <ICharacterClass, bool>)(x => this.IsAvailable(x))); this.ForceResize(); }