private static void DisplayControlls(DanceKeyGroup danceKeyGroup, DanceSequence danceSequence) { int cnt = 0; for (int i = 1; i <= 9; ++i) { var danceType = danceSequence.GetMoveFromIndex(i); if (danceType != DanceType.NONE) { Sprite sprite = null; switch (danceType) { case DanceType.UP: sprite = instance.redUpArrow; break; case DanceType.DOWN: sprite = instance.redDownArrow; break; case DanceType.LEFT: sprite = instance.redLeftArrow; break; case DanceType.RIGHT: sprite = instance.redRightArrow; break; case DanceType.TWIST: sprite = instance.redXArrow; break; case DanceType.POSE: sprite = instance.redCArrow; break; } danceKeyGroup.SetKeySprite(cnt++, sprite); } } }
public static void ResolveKeyPress(Key key) { int index = danceIndex++; // TODO: If its the final key in the sequence then do something var danceType = activeDanceSequence.GetMoveFromIndex(danceIndex); switch (danceType) { case DanceType.UP: if (key != Key.UpArrow) { ResolveDanceKeyWrongHit(); } break; case DanceType.DOWN: if (key != Key.DownArrow) { ResolveDanceKeyWrongHit(); } break; case DanceType.LEFT: if (key != Key.LeftArrow) { ResolveDanceKeyWrongHit(); } break; case DanceType.RIGHT: if (key != Key.RightArrow) { ResolveDanceKeyWrongHit(); } break; case DanceType.TWIST: if (key != Key.X) { ResolveDanceKeyWrongHit(); } break; case DanceType.POSE: if (key != Key.C) { ResolveDanceKeyWrongHit(); } break; default: break; } if (danceIndex >= activeDanceKeyGroup.NumberOfKeys) { for (int i = 0; i < activeDanceKeyGroup.NumberOfKeys; ++i) { activeDanceKeyGroup.SetKeySprite(i, null); } return; } switch (key) { case Key.UpArrow: activeDanceKeyGroup. SetKeySprite(index, instance.greenUpArrow); break; case Key.DownArrow: activeDanceKeyGroup. SetKeySprite(index, instance.greenDownArrow); break; case Key.LeftArrow: activeDanceKeyGroup. SetKeySprite(index, instance.greenLeftArrow); break; case Key.RightArrow: activeDanceKeyGroup. SetKeySprite(index, instance.greenRightArrow); break; case Key.X: activeDanceKeyGroup. SetKeySprite(index, instance.greenXArrow); break; case Key.C: activeDanceKeyGroup. SetKeySprite(index, instance.greenCArrow); break; } }
public void ClearDanceKeyGroup() { if (activeDanceKeyGroup == null) { return; } for (int i = 0; i < activeDanceKeyGroup.NumberOfKeys; ++i) { activeDanceKeyGroup.SetKeySprite(i, null); } }