/// <summary> /// Frame Update (when right window is active) /// </summary> void UpdateRight() { // If B button was pressed if (Input.RMTrigger.B) { // Play cancel SE InGame.System.SoundPlay(Data.System.CancelSoundEffect); // Switch to menu screen Main.Scene = new SceneMenu(2); return; } // If C button was pressed if (Input.RMTrigger.C) { // If equipment is fixed if (actor.IsEquipFix(rightWindow.Index)) { // Play buzzer SE InGame.System.SoundPlay(Data.System.BuzzerSoundEffect); return; } // Play decision SE InGame.System.SoundPlay(Data.System.DecisionSoundEffect); // Activate item window rightWindow.IsActive = false; itemWindow.IsActive = true; itemWindow.Index = 0; return; } // If R button was pressed if (Input.RMTrigger.R) { // Play cursor SE InGame.System.SoundPlay(Data.System.CursorSoundEffect); // To next actor actorIndex += 1; actorIndex %= InGame.Party.Actors.Count; // Switch to different equipment screen Main.Scene = new SceneEquip(actorIndex, rightWindow.Index); return; } // If L button was pressed if (Input.RMTrigger.L) { // Play cursor SE InGame.System.SoundPlay(Data.System.CursorSoundEffect); // To previous actor actorIndex += InGame.Party.Actors.Count - 1; actorIndex %= InGame.Party.Actors.Count; // Switch to different equipment screen Main.Scene = new SceneEquip(actorIndex, rightWindow.Index); return; } }