
<!--
SEQUENCE
----------------
This is just a sequence of screens listed in order of appearance
Ususally the 'main' sequence will contain the main sceens, the 'strands' sequence will contain any screens that appear off the linear route.
- id: The id of the sequence. Each sequence must have a unique id, and the id must be listed in data.sequence.SequenceIdsVO.as
- loops: The number of times the sequence should loop, before completing.
- transitionId: the id of the transition to use on every screen in the sequence. An individual screen in the sequence can override the transition, by specifying another transitionId. The transitionId must be listed in data.sequence.transitions.TransitionIdsVO.as

SCREENS
--------------
- screenType: this relates to the class assosiated with that screen. More than one screen can use the same screentype.
- id: The id of the screen. Each screen must have a unique id. The id must be listed in data.sequence.screens.ScreenIdsVO.as.
- transitionId: the id of the transition to use on this screen. If the sequence containing this screen has a transitionId specified, this will override it.

ACTIONS
-------------
These are events that can occur on a screen, and result in the screen being changed for another screen.
Each action has a 'trigger' (the thing that triggers the screen change) and an 'actionCommand' (this contains instructions about which screen should show next).
ACTION TRIGGERS:
All action triggers must be listed in data.sequence.actions.ActionTriggerVO.as
'default_exit' -  the default action to trigger when you exit the screen
'success' - the action to trigger when the screen completes successfully e.g. on level win
'failure' - the action to trigger when the screen completes unsuccessfully e.g. on level lose
- custom actions e.g. 'leaderboard_click' - unsure that this is added to data.sequence.actions.ActionTriggerVO.as

ACTION COMMANDS:
'next' - takes you to the next screen in the sequence
'back' - takes you back to the previous screen (you can only go back one screen at the moment).
'go:[sequenceId:screenId]' - takes you off the linear track so a spefific screen in a sequence.

STRANDS
--------------
Optional sequences or screens.


TODO: each screen could have a 'type' attribute - this is the class assosited with the screen. So characterSelection and gameWinVideo could use the same class and get the asset data from the xml using the id.

-->

<sequenceData>
	
	<sequence id="main" loops="1">
		<screen id="applicationPreloader">
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="false" audioButton="false" helpButton="false"/> <!-- UI ASSETS WON'T SHOW UNTIL LOADED -->
			<transition id="defaultTransition" layerId="screenTransitions">true</transition>
			<screenData>loadGroup="load1Assets"</screenData>
		</screen>
		<screen id="dinerAnimation">
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="false" audioButton="true" helpButton="false" hud="false"/>
			<transition id="" layerId="">false</transition>
		</screen>
		<screen id="characterSelection">
			<actions>
				<action trigger="characterA_select">next</action>
				<action trigger="characterB_select">next</action>
				<action trigger="default_exit">next</action> <!-- JUST FOR TESTING -->
			</actions>
			<ui background="false" banners="true" audioButton="true" helpButton="false" hud="false"/>
			<transition id="" layerId="">false</transition>
		</screen>
		<screen id="instructions">
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="true" audioButton="true" helpButton="false" hud="false"/>
			<transition id="" layerId="">false</transition>
		</screen>
		<screen id="introCutScene">
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="true" audioButton="true" helpButton="false" hud="false"/>
			<transition id="" layerId="">false</transition>
		</screen>
		<screen id="game">
			<actions>
				<action trigger="success">next</action>
				<action trigger="failure">go[main:score]</action>
				<action trigger="default_exit">next</action> <!-- JUST FOR TESTING -->
			</actions>
			<ui background="false" banners="true" audioButton="true" helpButton="false" hud="true"/>
			<transition id="" layerId="">false</transition>
		</screen>
		<screen id="winCutScene"><!--[CHARACTER_ID]-->
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="true" audioButton="true" helpButton="false" hud="false"/>
			<transition id="" layerId="">false</transition>
		</screen>
		<screen id="score">
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="true" audioButton="true" helpButton="false" hud="false"/>
		</screen>
		<screen id="leaderboard">
			<actions>
				<action trigger="default_exit">next</action>
			</actions>
			<ui background="false" banners="false" audioButton="true" helpButton="false" hud="false"/>
			<transition id="wipeTransition" layerId="screenTransitions">true</transition>
		</screen>
		<screen id="trailer">
			<actions>
				<action trigger="default_exit">go[main:dinerAnimation]</action>
			</actions>
			<ui background="false" banners="false" audioButton="true" helpButton="false" hud="false"/>
			<transition id="wipeTransition" layerId="screenTransitions">true</transition>
		</screen>
	</sequence>

</sequenceData>





