private void Storyboard_OnAudioStageSwitched(AudioStage newStage) { switch (newStage) { case AudioStage.None: break; case AudioStage.InTheAgeOfChaos: MainGame.SoundManager.PlaySound(546); break; case AudioStage.TheKingdomOfAzeroth: MainGame.SoundManager.PlaySound(547); break; case AudioStage.NoOneKnewWhere: MainGame.SoundManager.PlaySound(548); break; case AudioStage.OpenGate: MainGame.SoundManager.PlaySound(473); break; case AudioStage.WithAnIngenious: MainGame.SoundManager.PlaySound(549, true); break; case AudioStage.WelcomeToTheWorld: MainGame.SoundManager.PlaySound(550); break; } }
internal void ChangeAudioState(AudioStage newStage) { // None is always allowed, but otherwise only allow increasing audio stages bool shouldSetState = (newStage == AudioStage.None) || ((int)AudioStage < (int)newStage); if (!shouldSetState) { return; } AudioStage = newStage; OnAudioStageSwitched?.Invoke(AudioStage); }
internal BaseStoryboard() { CurrentAlpha = 1.0f; Stage = IntroStage.None; AudioStage = AudioStage.None; }