public override void Action(SF4Control sf4control, bool sendInputs) { sf4control.WaitFrames(frames); if (PlaySound) { roadie.PlaySound(Roadie.WAIT_SOUND); } }
public override void Action(SF4Control sf4control, bool sendInputs) { if (sendInputs) { sf4control.Release(inputs); } if (PlaySound) { if (inputs.Intersect(Directions).Count() > 0) { roadie.PlaySound(Roadie.RELEASE_DIRECTION_SOUND); } if (inputs.Intersect(Buttons).Count() > 0) { roadie.PlaySound(Roadie.RELEASE_BUTTON_SOUND); } } }
public override void Action(SF4Control sf4control, bool sendInputs) { if (sendInputs) { sf4control.Hold(inputs); } if (PlaySound) { if (inputs.Intersect(Directions).Count() > 0) { roadie.PlaySound(Roadie.HOLD_DIRECTION_SOUND); } if (inputs.Intersect(Buttons).Count() > 0) { roadie.PlaySound(Roadie.HOLD_BUTTON_SOUND); } } }
public override void Action(SF4Control sf4control, bool sendInputs) { if (sendInputs) { sf4control.Press(inputs); } else { //press event waits 1 frame, if send inputs is disabled wait frame is maintained sf4control.WaitFrames(1); } if (PlaySound) { if (inputs.Intersect(Directions).Count() > 0) { roadie.PlaySound(Roadie.PRESS_DIRECTION_SOUND); } if (inputs.Intersect(Buttons).Count() > 0) { roadie.PlaySound(Roadie.PRESS_BUTTON_SOUND); } } }
//core method of the timeline items, gets called when timeline is played public abstract void Action(SF4Control sf4control, bool sendInputs);