void Start() { GameBrain.ChangeAcceptInput(false); TopDownCamera.AllowMovement(false); instance = this; tm = new TutorialUIMaster(); t_ai = new TutorialAI(); acceptInput = false; ai_turn = false; image_on = false; turn_button = GameObject.Find("PlayerPanel").GetComponent <Button>(); d_markers = GameObject.Find("DeployMarkers"); d_markers.SetActive(false); UIMaster.SetActionPanel(false); phase = T_Phases.Introduction; whichText = 0; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); GameObject.Find("Back Button").GetComponent <Button>().onClick.AddListener(BackText); GameObject.Find("Forward Button").GetComponent <Button>().onClick.AddListener(ForwardText); GameObject.Find("Continue Button").GetComponent <Button>().onClick.AddListener(PlayersTurn); GameObject.Find("Raise Button").GetComponent <Button>().onClick.AddListener(RaiseBox); }
public TutorialAI makeTutorialAI(int ID, string characterModelLocation, string materialLocation, string className, Vector3 spawnLocation, Color color) { GameObject obj = (GameObject)Instantiate(Resources.Load(characterModelLocation), spawnLocation, new Quaternion()); obj.renderer.material = (Material)Resources.Load(materialLocation); TutorialAI tempAI = (TutorialAI)obj.AddComponent(className); tempAI = (TutorialAI)obj.AddComponent(className); tempAI.tutorialMode = true; tempAI.initialize(ID, this.gameObject); tempAI.tutorialRespawnLocation = spawnLocation; enemies.Add(tempAI); return(tempAI); }
void Update() { Debug.Log(PlayerMaster.PriorTurn); if (acceptInput) { switch (phase) { case T_Phases.Deploy: DeployMaster.SetTutorialTiles(); if (d_markers.transform.childCount == 0) { turn_button.interactable = true; } if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.Deploy()); } break; case T_Phases.Move: MoveMaster.DecideMove(); if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.Move()); } break; case T_Phases.Cannon: CannonMaster.HandleCannons(); if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.IDontHaveCannons()); } break; case T_Phases.Fight: MoveMaster.DecideMove(); if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.Move()); } break; default: Debug.Log("Default"); break; } } if (ai_turn) { if (PlayerMaster.CurrentTurn == 0) { ai_turn = false; TutorialUIMaster.c_bool = false; TutorialUIMaster.SetContinue(false); NextPhase(); instance.StartCoroutine(TutorialUIMaster.MoveTextbox()); } } }
private void OnEnable() { tutorialGuide = (TutorialGuide)target; tutorialPlace = tutorialGuide.GetComponent <TutorialPlace>(); tutorialAI = tutorialGuide.GetComponent <TutorialAI>(); }