Ejemplo n.º 1
0
    private void ConfigureFirstStep()
    {
        CurrentStepObject = Instantiate(LevelSteps[0]);
        CurrentStep       = CurrentStepObject.GetComponent <AddressingStep>();
        CurrentStepObject.transform.parent = this.transform;

        PlaceInBox(CurrentStepObject);
        IncorrectCircles = LoadGrayNotes(CurrentStepObject, CurrentStep, out CorrectCircle);

        firstNoteHeight = CurrentStep.FirstNoteCollider.bounds.center.y;

        //if (((levelNumber == 3) || (levelNumber == 4)) ||
        //      ((levelNumber == 5 || levelNumber == 6) && (Random.value < 0.5f)))
        //{
        //    SuperdogText.text = "Swing to the note " +
        //        GetDifferential(CurrentStep.StartNote, CurrentStep.Notes[CurrentStep.CorrectIndex]) +
        //        " the note you're hanging from!";
        //}
        //else
        //{
        //    SuperdogText.text = "Swing to the " + CurrentStep.Notes[CurrentStep.CorrectIndex] + "!";
        //}

        if (!IsFirstLevel && LevelSelection.IsAutoplaying())
        {
            CorrectCircleClicked(CorrectCircle);
        }
    }
    public void InitializeVineLength(AddressingStep CurrentStep)
    {
        Vector2 handPos = Supergirl.GetComponent <CircleCollider2D>().bounds.center;
        Vector2 notePos = CurrentStep.FirstNoteCollider.bounds.center;

        vineLength = Vector3.Magnitude(handPos - notePos);
    }
Ejemplo n.º 3
0
    private void UpdateHangingVine(AddressingStep step)
    {
        Vector3 handPos = Supergirl.GetComponent <CircleCollider2D>().bounds.center;
        Vector3 notePos = step.FirstNoteCollider.bounds.center;

        PlaceVineBetween(Vine, handPos + 0.5f * Vector3.back, notePos + 0.5f * Vector3.back);

        float deltaX = notePos.x - handPos.x;
        float deltaY = notePos.y - handPos.y;

        float mag2 = Vector2.SqrMagnitude(notePos - handPos);

        sgVelocity += sgGrav * (new Vector3(deltaX * deltaY, -deltaX * deltaX) / mag2);

        Vector3 direction = Vector3.Normalize(new Vector3(-deltaY, deltaX, 0f));

        sgVelocity = direction * Vector3.Dot(direction, sgVelocity);

        sgVelocity *= sgFriction;

        Supergirl.transform.position += sgVelocity;
        handPos = Supergirl.GetComponent <CircleCollider2D>().bounds.center;
        Vector3 delta = notePos + Mathf.Sqrt(mag2) * (handPos - notePos).normalized - handPos;

        Supergirl.transform.position += delta;
    }
 public void ShowHint(AddressingStep step)
 {
     if (step.Notes[step.CorrectIndex].Contains("Space"))
     {
         spaceHint.SetActive(true);
     }
     else if (step.Notes[step.CorrectIndex].Contains("Line"))
     {
         lineHint.SetActive(true);
     }
     else
     {
         Debug.Log("neither space nor line tf");
     }
 }
Ejemplo n.º 5
0
    private IEnumerator ConfigureFirstStep()
    {
        CurrentStepObject = Instantiate(LevelSteps[0]);
        CurrentStep       = CurrentStepObject.GetComponent <AddressingStep>();
        CurrentStepObject.transform.parent = this.transform;

        PlaceInBox(CurrentStepObject);
        IncorrectCircles = LoadGrayNotes(CurrentStepObject, CurrentStep, out CorrectCircle);

        firstNoteHeight = CurrentStep.FirstNoteCollider.bounds.center.y;

        SuperdogText.text = "Swing to the " + CurrentStep.Notes[CurrentStep.CorrectIndex] + "!";
        yield return(Transition.FadeIn(SuperdogText.gameObject, tutorialFadeTime, false));

        if (!IsFirstLevel && LevelSelection.IsAutoplaying())
        {
            CorrectCircleClicked(CorrectCircle);
        }
    }
    public void NormalizeVineLength(AddressingStep CurrentStep, float sgSpring, float firstNoteHeight)
    {
        Vector2 handPos = Supergirl.GetComponent <CircleCollider2D>().bounds.center;
        Vector2 notePos = new Vector2();

        if (CurrentStep != null)
        {
            notePos = CurrentStep.FirstNoteCollider.bounds.center;
        }

        float   vineGoal   = vineLength + (notePos.y - firstNoteHeight);
        Vector2 desiredPos = notePos + vineGoal * (handPos - notePos).normalized;
        Vector3 delta      = desiredPos - handPos;

        if (delta.magnitude > sgSpring)
        {
            delta *= (sgSpring / delta.magnitude);
        }

        Supergirl.transform.position += delta;
    }
Ejemplo n.º 7
0
    private GameObject[] LoadGrayNotes(GameObject stepObj, AddressingStep step, out GrayCircle correct)
    {
        Bounds bounds = step.NotesBox.bounds;
        float  yMin   = bounds.center.y - bounds.extents.y;
        float  yMax   = bounds.center.y + bounds.extents.y;
        float  xMin   = bounds.center.x - bounds.extents.x;
        float  xMax   = bounds.center.x + bounds.extents.x;

        correct = null;

        GameObject[] circles = new GameObject[step.Notes.Length - 1];
        int          j       = 0;

        for (int i = 0; i < step.Notes.Length; i++)
        {
            Vector3 position = new Vector3(xMin + (xMax - xMin) * (((float)i) / step.Notes.Length),
                                           yMin + (yMax - yMin) * GetYByAddress(step.Notes[i]), -2);
            GameObject gray = (GameObject)Instantiate(GrayCirclePrefab, position, Quaternion.identity);
            gray.name             = step.Notes[i];
            gray.transform.parent = stepObj.transform;
            gray.name             = step.Notes[i];
            GrayCircle circ      = gray.GetComponent <GrayCircle>();
            bool       isCorrect = (i == step.CorrectIndex);
            if (isCorrect)
            {
                circ.IsCorrect = true;
                correct        = circ;
            }
            else
            {
                circ.IsCorrect = false;
                circles[j++]   = gray;
            }
            circ.controller = this;
        }
        return(circles);
    }
    public void UpdateHangingVine(AddressingStep step)
    {
        Vector3 handPos = Supergirl.GetComponent <CircleCollider2D>().bounds.center;
        Vector3 notePos = new Vector3();

        if (step != null)
        {
            notePos = step.FirstNoteCollider.bounds.center;
        }

        PlaceVineBetween(gameObject, handPos + 0.1f * Vector3.forward, notePos + 0.1f * Vector3.forward);

        float deltaX = notePos.x - handPos.x;
        float deltaY = notePos.y - handPos.y;

        float mag2 = Vector2.SqrMagnitude(notePos - handPos);

        sgVelocity += addressingController.sgGrav * (new Vector3(deltaX * deltaY, -deltaX * deltaX) / mag2);

        Vector3 direction = Vector3.Normalize(new Vector3(-deltaY, deltaX, 0f));

        sgVelocity = direction * Vector3.Dot(direction, sgVelocity);

        sgVelocity *= addressingController.sgFriction;

        Supergirl.transform.position += sgVelocity;
        handPos = Supergirl.GetComponent <CircleCollider2D>().bounds.center;

        // set z values equal to each other to avoid a change in z --> keep all z vals constant
        // solves problem of supergirl z pos inching backward on every update() call
        notePos.z = handPos.z;

        Vector3 delta = notePos + Mathf.Sqrt(mag2) * (handPos - notePos).normalized - handPos;

        Supergirl.transform.position += delta;
    }
Ejemplo n.º 9
0
    private IEnumerator LoadNextStep(GrayCircle circ)
    {
        Debug.Log("loading next step" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        hintController.HideHint();
        HintDisplayed = false;

        bool isLastLevel;

        GameObject[]   nextIncorrect;
        AddressingStep OldStep       = CurrentStep;
        GameObject     OldStepObject = CurrentStepObject;
        GameObject     NewStepObject = Instantiate(LevelSteps[stepsCompleted]);
        AddressingStep NextStep      = NewStepObject.GetComponent <AddressingStep>();
        GrayCircle     NextCorrect   = null;

        isLastLevel = NextStep.Notes.Length == 0;
        NewStepObject.transform.parent = this.transform;
        TransitioningBackgrounds       = true;

        Debug.Log("transitioningBackgrounds set to True" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        if (OldStep.TutorialObject != null)
        {
            Destroy(OldStep.TutorialObject);
            Debug.Log("Destroyed OldStep.TutorialObject" + " and transitionbackgrounds is " + TransitioningBackgrounds);
        }

        //PlaceInBox(NewStepObject);

        float currentNoteBoxHeight = OldStep.NotesBox.bounds.size.y;
        float newNoteBoxHeight     = NextStep.NotesBox.bounds.size.y;

        NewStepObject.transform.localScale *= (currentNoteBoxHeight / newNoteBoxHeight);
        Vector3 positionDeltaY = Vector3.up * (OldStep.NotesBox.bounds.center.y - NextStep.NotesBox.bounds.center.y);

        NewStepObject.transform.position += positionDeltaY;

        if (!isLastLevel)
        {
            nextIncorrect = LoadGrayNotes(NewStepObject, NextStep, out NextCorrect);
        }
        else
        {
            nextIncorrect = new GameObject[0];
        }

        Vector3 offset      = Vector3.Scale(Vector3.right, circ.gameObject.transform.position - NextStep.FirstNoteCollider.bounds.center);
        Vector3 finalOffset = Vector3.Scale(Vector3.right, circ.gameObject.transform.position - OldStep.FirstNoteCollider.bounds.center);

        NewStepObject.transform.position += offset;

        OldStepObject.transform.position += Vector3.forward * 0.2f;

        SuperdogDialogue.SetActive(false);

        Debug.Log("Placed new object in box, deactivated Superdog" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        // Stage 1: "Swap"
        StartCoroutine(Transition.FadeOut(IncorrectCircles, swaptime, Transition.FinishType.Destroy));
        StartCoroutine(Transition.FadeOut(circ.gameObject, swaptime));
        if (NextStep.TutorialAlpha != null)
        {
            NextStep.TutorialAlpha.SetActive(false);
        }
        StartCoroutine(Transition.FadeIn(NewStepObject, swaptime, exclude: NextStep.TutorialAlpha));
        //yield return Transition.Rotate(SupergirlArm.transform, swaptime / 2, 0f, 160f);

        Debug.Log("Finished swap" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        // Stage 1.5: Throw vine
        SupergirlVineCurled.SetActive(false);
        SupergirlAnimator.SetTrigger("noteClicked"); // Trigger vine throwing animation
        yield return(vineController.ThrowVine(ThrowingVine, SupergirlVineCurled.transform.position, circ.transform.position, swaptime / 2));

        Audio.PlayNote(CurrentStep.Notes[CurrentStep.CorrectIndex]);

        Debug.Log("Vine thrown" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        if (circ != null)
        {
            Destroy(circ.gameObject);
        }


        Debug.Log("circle destroyed" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        CurrentStep       = NextStep;
        CurrentStepObject = NewStepObject;
        IncorrectCircles  = nextIncorrect;
        CorrectCircle     = NextCorrect;

        Debug.Log("Switched all the variables" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        if (!isLastLevel)
        {
            StartCoroutine(TransitionBackgrounds());
            StartCoroutine(Transition.Translate(CurrentStepObject.transform, CurrentStepObject.transform.position - finalOffset, flytime));
            StartCoroutine(superdogController.FlySuperdog(flytime));
        }
        else
        {
            StartCoroutine(Transition.Translate(CurrentStepObject.transform, Vector3.Scale(CurrentStepObject.transform.position, new Vector3(0f, 1f, 1f)), flytime));
        }
        StartCoroutine(Transition.FadeOut(OldStepObject, flytime));
        StartCoroutine(Transition.Translate(OldStepObject.transform, OldStepObject.transform.position - finalOffset, flytime));
        SupergirlVineCurled.SetActive(true);
        StartCoroutine(Transition.Rotate(SupergirlArm.transform, flytime, 160f, 0f));

        yield return(new WaitForSeconds(flytime + 0.2f));

        Debug.Log("Supergirl has flown" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        TransitioningBackgrounds = false;

        Debug.Log("transitioningBackgrounds set to False" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        if (!isLastLevel)
        {
            SuperdogDialogue.SetActive(true);
            dialogueController.updateDialogue(TutorialIndex++);

            Debug.Log("Superdog reactivated" + " and transitionbackgrounds is " + TransitioningBackgrounds);
        }

        Destroy(OldStepObject);

        Debug.Log("Old step object destroyed" + " and transitionbackgrounds is " + TransitioningBackgrounds);

        if (NextStep.TutorialAlpha != null)
        {
            NextStep.TutorialAlpha.SetActive(true);
        }

        if (isLastLevel)
        {
            yield return(CompleteLevel());
        }
        else if (LevelSelection.IsAutoplaying())
        {
            CorrectCircleClicked(CorrectCircle);
            Debug.Log("Called CorrectCircleClicked" + " and transitionbackgrounds is " + TransitioningBackgrounds);
        }
    }
Ejemplo n.º 10
0
    private IEnumerator LoadNextStep(GrayCircle circ)
    {
        bool isLastLevel;

        GameObject[]   nextIncorrect;
        AddressingStep OldStep       = CurrentStep;
        GameObject     OldStepObject = CurrentStepObject;
        GameObject     NewStepObject = Instantiate(LevelSteps[stepsCompleted]);
        AddressingStep NextStep      = NewStepObject.GetComponent <AddressingStep>();
        GrayCircle     NextCorrect   = null;

        isLastLevel = NextStep.Notes.Length == 0;
        NewStepObject.transform.parent = this.transform;
        TransitioningBackgrounds       = true;

        //PlaceInBox(NewStepObject);

        float currentNoteBoxHeight = OldStep.NotesBox.bounds.size.y;
        float newNoteBoxHeight     = NextStep.NotesBox.bounds.size.y;

        NewStepObject.transform.localScale *= (currentNoteBoxHeight / newNoteBoxHeight);
        Vector3 positionDeltaY = Vector3.up * (OldStep.NotesBox.bounds.center.y - NextStep.NotesBox.bounds.center.y);

        NewStepObject.transform.position += positionDeltaY;

        if (!isLastLevel)
        {
            nextIncorrect = LoadGrayNotes(NewStepObject, NextStep, out NextCorrect);
        }
        else
        {
            nextIncorrect = new GameObject[0];
        }

        Vector3 offset      = Vector3.Scale(Vector3.right, circ.gameObject.transform.position - NextStep.FirstNoteCollider.bounds.center);
        Vector3 finalOffset = Vector3.Scale(Vector3.right, circ.gameObject.transform.position - OldStep.FirstNoteCollider.bounds.center);

        NewStepObject.transform.position += offset;

        OldStepObject.transform.position += Vector3.forward * 0.2f;

        SuperdogDialogue.SetActive(false);
        if (!isLastLevel)
        {
            SuperdogText.text = "Swing to the " + NextStep.Notes[NextStep.CorrectIndex] + "!";
        }

        // Stage 1: "Swap"
        StartCoroutine(Transition.FadeOut(IncorrectCircles, swaptime, Transition.FinishType.Destroy));
        StartCoroutine(Transition.FadeOut(circ.gameObject, swaptime, false));
        StartCoroutine(Transition.FadeIn(NewStepObject, swaptime, false));
        yield return(Transition.Rotate(SupergirlArm.transform, swaptime / 2, 0f, 160f));

        // Stage 1.5: Throw vine
        SupergirlVineCurled.SetActive(false);
        yield return(ThrowVine(SupergirlVineCurled.transform.position, circ.transform.position, swaptime / 2));

        Destroy(circ.gameObject);

        CurrentStep       = NextStep;
        CurrentStepObject = NewStepObject;
        IncorrectCircles  = nextIncorrect;
        CorrectCircle     = NextCorrect;

        if (!isLastLevel)
        {
            StartCoroutine(TransitionBackgrounds());
            StartCoroutine(Transition.Translate(CurrentStepObject.transform, CurrentStepObject.transform.position - finalOffset, flytime));
            StartCoroutine(FlySuperdog(flytime));
        }
        else
        {
            StartCoroutine(Transition.Translate(CurrentStepObject.transform, Vector3.Scale(CurrentStepObject.transform.position, new Vector3(0f, 1f, 1f)), flytime));
            StartCoroutine(FlySuperdogAway(flytime));
        }
        StartCoroutine(Transition.FadeOut(OldStepObject, flytime, false));
        StartCoroutine(Transition.Translate(OldStepObject.transform, OldStepObject.transform.position - finalOffset, flytime));
        SupergirlVineCurled.SetActive(true);
        StartCoroutine(Transition.Rotate(SupergirlArm.transform, flytime, 160f, 0f));

        yield return(new WaitForSeconds(flytime + 0.2f));

        TransitioningBackgrounds = false;

        if (!isLastLevel)
        {
            SuperdogDialogue.SetActive(true);
        }

        Destroy(OldStepObject);

        if (isLastLevel)
        {
            yield return(CompleteLevel());
        }
        else if (LevelSelection.IsAutoplaying())
        {
            CorrectCircleClicked(CorrectCircle);
        }
    }
    private void UpdateHangingVine(AddressingStep step)
    {
        Vector3 handPos = Supergirl.GetComponent<CircleCollider2D>().bounds.center;
        Vector3 notePos = step.FirstNoteCollider.bounds.center;

        PlaceVineBetween(Vine, handPos + 0.5f * Vector3.back, notePos + 0.5f * Vector3.back);

        float deltaX = notePos.x - handPos.x;
        float deltaY = notePos.y - handPos.y;

        float mag2 = Vector2.SqrMagnitude(notePos - handPos);
        sgVelocity += sgGrav * (new Vector3(deltaX * deltaY, -deltaX * deltaX) / mag2);

        Vector3 direction = Vector3.Normalize(new Vector3(-deltaY, deltaX, 0f));
        sgVelocity = direction * Vector3.Dot(direction, sgVelocity);

        sgVelocity *= sgFriction;

        Supergirl.transform.position += sgVelocity;
        handPos = Supergirl.GetComponent<CircleCollider2D>().bounds.center;
        Vector3 delta = notePos + Mathf.Sqrt(mag2) * (handPos - notePos).normalized - handPos;
        Supergirl.transform.position += delta;
    }
    private IEnumerator LoadNextStep(GrayCircle circ)
    {
        bool isLastLevel;
        GameObject[] nextIncorrect;
        AddressingStep OldStep = CurrentStep;
        GameObject OldStepObject = CurrentStepObject;
        GameObject NewStepObject = Instantiate(LevelSteps[stepsCompleted]);
        AddressingStep NextStep = NewStepObject.GetComponent<AddressingStep>();
        GrayCircle NextCorrect = null;
        isLastLevel = NextStep.Notes.Length == 0;
        NewStepObject.transform.parent = this.transform;
        TransitioningBackgrounds = true;

        //PlaceInBox(NewStepObject);

        float currentNoteBoxHeight = OldStep.NotesBox.bounds.size.y;
        float newNoteBoxHeight = NextStep.NotesBox.bounds.size.y;
        NewStepObject.transform.localScale *= (currentNoteBoxHeight / newNoteBoxHeight);
        Vector3 positionDeltaY = Vector3.up * (OldStep.NotesBox.bounds.center.y - NextStep.NotesBox.bounds.center.y);
        NewStepObject.transform.position += positionDeltaY;

        if (!isLastLevel)
        {
            nextIncorrect = LoadGrayNotes(NewStepObject, NextStep, out NextCorrect);
        } else
        {
            nextIncorrect = new GameObject[0];
        }

        Vector3 offset = Vector3.Scale(Vector3.right, circ.gameObject.transform.position - NextStep.FirstNoteCollider.bounds.center);
        Vector3 finalOffset = Vector3.Scale(Vector3.right, circ.gameObject.transform.position - OldStep.FirstNoteCollider.bounds.center);
        NewStepObject.transform.position += offset;

        OldStepObject.transform.position += Vector3.forward * 0.2f;

        SuperdogDialogue.SetActive(false);
        if (!isLastLevel)
        {
            SuperdogText.text = "Swing to the " + NextStep.Notes[NextStep.CorrectIndex] + "!";
        }

        // Stage 1: "Swap"
        StartCoroutine(Transition.FadeOut(IncorrectCircles, swaptime, Transition.FinishType.Destroy));
        StartCoroutine(Transition.FadeOut(circ.gameObject, swaptime, false));
        StartCoroutine(Transition.FadeIn(NewStepObject, swaptime, false));
        yield return Transition.Rotate(SupergirlArm.transform, swaptime / 2, 0f, 160f);

        // Stage 1.5: Throw vine
        SupergirlVineCurled.SetActive(false);
        yield return ThrowVine(SupergirlVineCurled.transform.position, circ.transform.position, swaptime / 2);

        Destroy(circ.gameObject);

        CurrentStep = NextStep;
        CurrentStepObject = NewStepObject;
        IncorrectCircles = nextIncorrect;
        CorrectCircle = NextCorrect;

        if (!isLastLevel)
        {
            StartCoroutine(TransitionBackgrounds());
            StartCoroutine(Transition.Translate(CurrentStepObject.transform, CurrentStepObject.transform.position - finalOffset, flytime));
            StartCoroutine(FlySuperdog(flytime));
        } else
        {
            StartCoroutine(Transition.Translate(CurrentStepObject.transform, Vector3.Scale(CurrentStepObject.transform.position, new Vector3(0f, 1f, 1f)), flytime));
            StartCoroutine(FlySuperdogAway(flytime));
        }
        StartCoroutine(Transition.FadeOut(OldStepObject, flytime, false));
        StartCoroutine(Transition.Translate(OldStepObject.transform, OldStepObject.transform.position - finalOffset, flytime));
        SupergirlVineCurled.SetActive(true);
        StartCoroutine(Transition.Rotate(SupergirlArm.transform, flytime, 160f, 0f));

        yield return new WaitForSeconds(flytime + 0.2f);

        TransitioningBackgrounds = false;

        if (!isLastLevel)
        {
            SuperdogDialogue.SetActive(true);
        }

        Destroy(OldStepObject);

        if (isLastLevel)
        {
            yield return CompleteLevel();
        } else if (LevelSelection.IsAutoplaying())
        {
            CorrectCircleClicked(CorrectCircle);
        }
    }
    private GameObject[] LoadGrayNotes(GameObject stepObj, AddressingStep step, out GrayCircle correct)
    {
        Bounds bounds = step.NotesBox.bounds;
        float yMin = bounds.center.y - bounds.extents.y;
        float yMax = bounds.center.y + bounds.extents.y;
        float xMin = bounds.center.x - bounds.extents.x;
        float xMax = bounds.center.x + bounds.extents.x;

        correct = null;

        GameObject[] circles = new GameObject[step.Notes.Length - 1];
        int j = 0;

        for (int i = 0; i < step.Notes.Length; i++)
        {
            Vector3 position = new Vector3(xMin + (xMax - xMin) * (((float)i) / step.Notes.Length),
                                           yMin + (yMax - yMin) * GetYByAddress(step.Notes[i]), -2);
            GameObject gray = (GameObject)Instantiate(GrayCirclePrefab, position, Quaternion.identity);
            gray.name = step.Notes[i];
            gray.transform.parent = stepObj.transform;
            gray.name = step.Notes[i];
            GrayCircle circ = gray.GetComponent<GrayCircle>();
            bool isCorrect = (i == step.CorrectIndex);
            if (isCorrect)
            {
                circ.IsCorrect = true;
                correct = circ;
            } else
            {
                circ.IsCorrect = false;
                circles[j++] = gray;
            }
            circ.controller = this;
        }
        return circles;
    }
    private IEnumerator ConfigureFirstStep()
    {
        CurrentStepObject = Instantiate(LevelSteps[0]);
        CurrentStep = CurrentStepObject.GetComponent<AddressingStep>();
        CurrentStepObject.transform.parent = this.transform;

        PlaceInBox(CurrentStepObject);
        IncorrectCircles = LoadGrayNotes(CurrentStepObject, CurrentStep, out CorrectCircle);

        firstNoteHeight = CurrentStep.FirstNoteCollider.bounds.center.y;

        SuperdogText.text = "Swing to the " + CurrentStep.Notes[CurrentStep.CorrectIndex] + "!";
        yield return Transition.FadeIn(SuperdogText.gameObject, tutorialFadeTime, false);

        if (!IsFirstLevel && LevelSelection.IsAutoplaying())
        {
            CorrectCircleClicked(CorrectCircle);
        }
    }