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); }
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 }
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; }
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); }
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 }
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); } }
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(); }