public void PlaySound(string soundFileName) { if (string.IsNullOrEmpty(soundFileName)) { return; } var path = string.Format("Sounds/{0}", soundFileName); GameUIScene.RunAction(SKAction.PlaySoundFileNamed(path, false)); }
public void PlayMusic(string soundFileName) { if (soundFileName == null) { return; } if (GameUIScene.GetActionForKey(soundFileName) != null) { return; } string path = string.Format("Sounds/{0}", soundFileName); SKAction repeatAction = SKAction.RepeatActionForever(SKAction.PlaySoundFileNamed(path, true)); GameUIScene.RunAction(repeatAction, soundFileName); }
public void SetGameState(GameState gameState) { // Ignore redundant state changes. if (CurrentGameState == gameState) { return; } // Change the UI system according to gameState. GameUIScene.SetGameState(gameState); // Only reset the level from a non paused mode. if (gameState == GameState.InGame && CurrentGameState != GameState.Paused) { GameLevel.ResetLevel(); } CurrentGameState = gameState; // Based on the new game state... set the saturation value // that the techniques will use to render the scenekit view. if (CurrentGameState == GameState.PostGame) { SetPostGameFilters(); } else if (CurrentGameState == GameState.Paused) { Sim.PlaySound("deposit.caf"); SetPauseFilters(); } else if (CurrentGameState == GameState.PreGame) { SetPregameFilters(); } else { Sim.PlaySound("ack.caf"); SetIngameFilters(); } }