LADXHD/InGame/Tests/SequenceTester.cs
2023-12-14 17:21:22 -05:00

60 lines
2 KiB
C#

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;
}
}
}