Ejemplo n.º 1
0
        public static void SetFtueComplete(FtueType type, bool flag = true)
        {
            // getting FTUE data
            FtueData ftueData = GetFtueData();

            if (ftueData == null)
            {
                ftueData = new FtueData();
            }

            switch (type)
            {
            case FtueType.Intro:
                ftueData.Is3dFtueComplete = flag;
                break;

            case FtueType.Setup:
                ftueData.IsStereoSetupComplete = flag;
                break;

            case FtueType.SaberCalibration:
                ftueData.IsSaberCalibrationComplete = flag;
                break;
            }

            SaveFtueData(ftueData);
        }
Ejemplo n.º 2
0
        public static bool IsFtueComplete(FtueType type)
        {
                        #if IS_DEMO_BUILD
            Log.Debug("IsFtueComplete forcing True for Demo");
            return(true);
                        #else
            bool isComplete = false;

            // getting FTUE data
            FtueData ftueData = GetFtueData();

            if (ftueData != null)
            {
                switch (type)
                {
                case FtueType.Intro:
                    isComplete = ftueData.Is3dFtueComplete;
                    break;

                case FtueType.Setup:
                    isComplete = ftueData.IsStereoSetupComplete;
                    break;

                case FtueType.SaberCalibration:
                    isComplete = ftueData.IsSaberCalibrationComplete;
                    break;
                }
            }

            return(isComplete);
                        #endif
        }
Ejemplo n.º 3
0
        public void Init(FtueAgent[] allAgents, GameObject audioSource, FtueType type = FtueType.Intro)
        {
            // saving reference to FtueAgent instances
            agents = allAgents;

            // saving reference to GameObject instance that will be the audio source
            ftueAudioSource = audioSource;

            // starting with intro ftue
            ftueType = type;

            // signing up for animation completed events
            FtueAgentAnimationEvent.OnFtueAgentAnimationComplete += OnFtueAnimationCompleteHandler;
        }
Ejemplo n.º 4
0
        public void Play(FtueType state, string clipName)
        {
            // saving ftue state
            ftueType = state;

            // getting animation clip data
            FtueAnimationStep stepToPlay = CurrentSequence.Where(step => string.Equals(step.Clip, clipName)).First();

            // getting step number
            currentStepNumber = CurrentSequence.IndexOf(stepToPlay);

            // playing animation
            PlayClip(stepToPlay);
        }
Ejemplo n.º 5
0
        protected void OnFtueAnimationSequenceCompleteHandler(FtueType state)
        {
            // setting FTUE flag
            if (state == FtueType.DarkSide)
            {
                // FTUE animation sequence is complete
                //FtueDataController.SetFtueComplete(FtueType.DarkSide);

                // displaying menu
                Menu.GetComponent <Animator>().Play(MenuIntro);
            }

            // TODO: disable the dark side FTUE
        }
Ejemplo n.º 6
0
        public void Init(GameObject audioSource, FtueType type)
        {
            // saving reference to GameObject instance that will be the audio source
            ftueAudioSource = audioSource;

            // starting with intro ftue
            ftueType = type;

            // signing up for animation completed events
            FtueAgentAnimationEvent.OnFtueAgentAnimationComplete += OnFtueAnimationCompleteHandler;

            Debug.Log("DarkSide: " + DarkSide);
            if (DarkSide != null)
            {
                Debug.Log("DarkSide.Count: " + DarkSide.Count);
            }
        }
Ejemplo n.º 7
0
        protected void OnFtueAnimationSequenceCompleteHandler(FtueType state)
        {
            // setting FTUE flag
            if (state == FtueType.Intro)
            {
                // FTUE animation sequence is complete
                FtueDataController.SetFtueComplete(FtueType.Intro);

                // setting holocron to not destroy
                DontDestroyOnLoad(Menu);
                MenuController.HolocronObjectToDestroy = Menu;

                // disabling holocron animation for Main scene
                MenuController.ShouldHolocronAnimate = false;

                // loading next scene
                SceneManager.LoadScene(SceneToLoad);
            }

            // disabling the FTUE
            Disable();
        }