public void Update(GameTime gameTime) { switch (panelState) { case SlotPanelState.Closed: if (parentScreen.IsLoadConfirmed) { parentScreen.IsReadyToLoad = true; } break; case SlotPanelState.Opening: basePosition.Y += SPEED_PANEL; if (basePosition.Y >= ANCHOR_PANELOPEN_Y) { basePosition.Y = ANCHOR_PANELOPEN_Y; panelState = SlotPanelState.Open; } break; case SlotPanelState.Open: parentScreen.HelpPanel.On(); break; case SlotPanelState.Closing: basePosition.Y -= SPEED_PANEL; if (basePosition.Y <= ANCHOR_PANELCLOSED_Y) { basePosition.Y = ANCHOR_PANELCLOSED_Y; panelState = SlotPanelState.Closed; } break; } }
public void Reset() { foreach (SaveLoadSlot slot in slots) { slot.IsSelected = false; } currentSlotIdx = 0; slots[currentSlotIdx].IsSelected = true; cog1Offset = new Vector2(-67, ANCHOR_SLOT1_COG_OFFSETY); cog2Offset = new Vector2(754, ANCHOR_SLOT1_COG_OFFSETY); selectorOffset = new Vector2(-19, ANCHOR_SLOT1_SELECTOR_OFFSETY); basePosition = new Vector2(ANCHOR_PANEL_X, ANCHOR_PANELCLOSED_Y); panelState = SlotPanelState.Closed; }
public void Close() { AudioManager.PlayCue("trackSlide"); panelState = SlotPanelState.Closing; }
public void Open() { AudioManager.PlayCue("trackSlide"); panelState = SlotPanelState.Opening; }