private void __ProcessMusicChangeNode(IDNodeBase _node) { MusicChangeNode node = (MusicChangeNode)_node; // Change tracks m_audio.SetTrack(node.Music); m_scenario.AdvanceCurrentNode(); }
private bool CanParse(string token, Context context) { bool canParse = true; InterpreterBaseNode node = null; if (token.Equals("Play", System.StringComparison.OrdinalIgnoreCase)) { node = new MusicPlayNode(); } else if (token.Equals("Stop", System.StringComparison.OrdinalIgnoreCase)) { node = new MusicStopNode(); } else if (token.Equals("Add", System.StringComparison.OrdinalIgnoreCase)) { node = new MusicAddNode(); } else if (token.Equals("Remove", System.StringComparison.OrdinalIgnoreCase)) { node = new MusicRemoveNode(); } else if (token.Equals("Change", System.StringComparison.OrdinalIgnoreCase)) { node = new MusicChangeNode(); } else if (token.Equals("Clear", System.StringComparison.OrdinalIgnoreCase)) { node = new MusicClearNode(); } else { canParse = false; } if (node != null) { gameNodeList.Add(node); node.Interpret(context); } return(canParse); }