using Microsoft.Xna.Framework.Input; using ProjectZ.Base; using ProjectZ.InGame.Controls; using ProjectZ.InGame.Map; namespace ProjectZ.InGame.Tests { public class SequenceTester { private int _currentSequence = 2; private string[] _sequences = new string[] { "bowWow", "weatherBird", "castle", "gravestone", "marinCliff", "marinBeach", "map", "towerCollapse", "shrine", "picture", "photo", "final" }; private string _strCurrentSequence; private float _counterA; private float _counterB; private bool _isRunning; public void Update() { if (InputHandler.KeyPressed(Keys.Z)) { _isRunning = !_isRunning; } if (_isRunning) { if (!Game1.GameManager.DialogIsRunning() && (MapManager.ObjLink.CurrentState == GameObjects.ObjLink.State.Idle || MapManager.ObjLink.CurrentState == GameObjects.ObjLink.State.Sequence) && Game1.GameManager.InGameOverlay.GetCurrentGameSequence() == null) { StartNextSequence(); } _counterA -= Game1.DeltaTime; _counterB -= Game1.DeltaTime; if (_counterA < 0 && _strCurrentSequence != "map") { _counterA += 75; ControlHandler.DebugButtons |= CButtons.A; } if (_counterB < 0) { _counterB += 150; ControlHandler.DebugButtons |= CButtons.B; } } } private void StartNextSequence() { _strCurrentSequence = _sequences[_currentSequence]; Game1.GameManager.InGameOverlay.StartSequence(_strCurrentSequence); _currentSequence = (_currentSequence + 1) % _sequences.Length; } } }