public FormationEditorScreen(PikeAndShotGame game)
     : base(game)
 {
     _formation = new Formation(this, 600, 200, 5, SIDE_ENEMY);
     _pattern = new List<LevelPipeline.PatternActionContent>();
     _actions = new List<int>(1);
     _actions.Add(PatternAction.ACTION_IDLE);
     _currPatternAction = new LevelPipeline.PatternActionContent(_actions, 0f);
     _fileCount = 0;
 }
        private void addNextPatternAction()
        {
            _currPatternAction.duration = _elapsedTime - _actionStart;
            _actionStart = _elapsedTime;

            _pattern.Add(_currPatternAction);
            _actions = new List<int>(5);

            if (keyboardState.IsKeyDown(Keys.Left) || gamePadState.IsButtonDown(Buttons.DPadLeft))
            {
                _actions.Add(PatternAction.ACTION_LEFT);
            }
            if (keyboardState.IsKeyDown(Keys.Right) || gamePadState.IsButtonDown(Buttons.DPadRight))
            {
                _actions.Add(PatternAction.ACTION_RIGHT);
            }
            if (keyboardState.IsKeyDown(Keys.Up) || gamePadState.IsButtonDown(Buttons.DPadUp))
            {
                _actions.Add(PatternAction.ACTION_UP);
            }
            if (keyboardState.IsKeyDown(Keys.Down) || gamePadState.IsButtonDown(Buttons.DPadDown))
            {
                _actions.Add(PatternAction.ACTION_DOWN);
            }
            if (keyboardState.IsKeyDown(Keys.Z) || gamePadState.IsButtonDown(Buttons.A))
            {
                _actions.Add(PatternAction.ACTION_PIKE);
            }
            else
            {
                _actions.Add(PatternAction.ACTION_RAISE);
            }
            if (keyboardState.IsKeyDown(Keys.X) || gamePadState.IsButtonDown(Buttons.X))
            {
                _actions.Add(PatternAction.ACTION_SHOT);
            }
            if (_actions.Count == 0)
                _actions.Add(PatternAction.ACTION_IDLE);

            _currPatternAction = new LevelPipeline.PatternActionContent(_actions, 0f);
        }