Ejemplo n.º 1
0
    IEnumerator StartTutorial()
    {
        if (state == 1)
        {
            Debug.Log("State " + state);
            timer++;
            if (timer == 1)
            {
                tooltip1.SetActive(true);
            }
            yield return(new WaitForSeconds(3.5f));

            tooltip1.SetActive(false);
            state++;
            timer = 0;
        }
        if (state == 2)
        {
            Debug.Log("State " + state);
            timer++;
            if (timer == 1)
            {
                tooltip2.SetActive(true);
            }
            yield return(new WaitForSeconds(3.0f));

            tooltip2.SetActive(false);
            state++;
            timer = 0;
        }
        if (state == 3)
        {
            Debug.Log("State " + state);
            timer++;
            if (timer == 1)
            {
                tooltip3.SetActive(true);
            }
            yield return(new WaitForSeconds(2.0f));

            credits0.SetActive(true);
            credits1.SetActive(true);
            tooltip3.SetActive(false);
            tileTargeting.enabled  = false;
            playerMovement.enabled = true;
            yield return(new WaitForSeconds(1.0f));

            playerMovement.MoveTo(wp1.position);
            //ebug.Log("Waypoint Position: " + waypoint1.position);
            //Debug.Log("Waypoint Position LocaL: " + waypoint1.localPosition);
            yield return(new WaitForSeconds(0.7f));

            credits0.SetActive(false);
            playerMovement.MoveTo(wp2.position);
            yield return(new WaitForSeconds(1.1f));

            playerMovement.MoveTo(wp3.position);
            yield return(new WaitForSeconds(1.0f));

            credits1.SetActive(false);
            credits2.SetActive(true);
            playerMovement.MoveTo(wp4.position);
            yield return(new WaitForSeconds(1.3f));

            credits3.SetActive(true);
            playerMovement.MoveTo(wp5.position);
            yield return(new WaitForSeconds(2.8f));

            credits2.SetActive(false);
            credits4.SetActive(true);
            playerMovement.MoveTo(wp6.position);
            yield return(new WaitForSeconds(1.4f));

            credits3.SetActive(false);
            playerMovement.MoveTo(wp7.position);
            yield return(new WaitForSeconds(2.0f));

            credits4.SetActive(false);
            state++;
            timer = 0;
        }
        if (state == 4)
        {
            Debug.Log("State " + state);
            timer++;
            if (timer == 1)
            {
                tooltip4.SetActive(true);
            }
            yield return(new WaitForSeconds(7.0f));

            tooltip4.SetActive(false);
            tooltip5.SetActive(true);
            yield return(new WaitForSeconds(7.0f));

            tooltip5.SetActive(false);
            state++;
            timer = 0;
        }
        if (state == 5)
        {
            Debug.Log("State " + state);
            timer++;
            if (timer == 1)
            {
                tooltip6.SetActive(true);
            }
            yield return(new WaitForSeconds(5.0f));

            tooltip6.SetActive(false);
            credits5.SetActive(true);
            playerMovement.MoveTo(wp8.position);
            yield return(new WaitForSeconds(4.0f));

            credits5.SetActive(false);
            credits6.SetActive(true);
            playerMovement.MoveTo(wp8.position);
            yield return(new WaitForSeconds(4.0f));

            credits6.SetActive(false);
            state++;
            timer = 0;
        }
        if (breaky == true)
        {
            yield break;
        }
        playerMovement.enabled   = true;
        tileTargeting.enabled    = true;
        dayLightAnimator.enabled = true;
        ui.SetActive(true);
        zoom.enabled = true;
        gm.enabled   = true;
        tutorialTooltips.SetActive(true);
        Camera.main.orthographicSize        = 4.0f;
        Camera.main.transform.localPosition = new Vector3(0, 0.4f, -100f);
        updateUI.Init();
        gameObject.SetActive(false);
        yield break;
    }