void OnMouseUp () { if ( doNotInteract ) { return; } _myFrameUICombo = TutorialsManager.getInstance ().getCurrentTutorialUICombo (); _myTutorialStep = TutorialsManager.getInstance ().getCurrentTutorialStep (); Destroy ( _jumpingArrowInstant ); Destroy ( _tutorialHandInstant ); Destroy ( _tileMarkInstant ); if ( _mySelectedcomponent ) GetComponent < SelectedComponenent > ().setSelectedForTutorial ( false ); gameObject.SendMessage ( "handleTouched", SendMessageOptions.DontRequireReceiver ); switch ( _myTutorialStep.type ) { case TutorialsManager.TUTORIAL_OBJECT_TYPE_SELECT_CHARACTER_AND_TAP_OBJECT: callBackWhenCharacterAround (); _mouseUpOnMe = false; break; case TutorialsManager.TUTORIAL_OBJECT_TYPE_TAP_ATTACK_BUTTON: if ( gameObject.GetComponent < AttackUIComboControl > ().correctTapAlready ()) { callBackWhenCharacterAround (); _mouseUpOnMe = false; } break; default: _mouseUpOnMe = true; break; } }
//*************************************************************// void Awake () { _tileMarkPrefab = ( GameObject ) Resources.Load ( "Tile/tileMarkerCharacters" ); _tutorialHandPrefab = ( GameObject ) Resources.Load ( "UI/hand" ); _jumpingArrowPrefab = ( GameObject ) Resources.Load ( "UI/jumpingArrow" ); _myFrameUICombo = TutorialsManager.getInstance ().getCurrentTutorialUICombo (); _myTutorialStep = TutorialsManager.getInstance ().getCurrentTutorialStep (); }
void Start () { _myTutorialStep = TutorialsManager.getInstance ().getCurrentTutorialStep (); bool createJumpingArrow = true; switch ( _myTutorialStep.type ) { case TutorialsManager.TUTORIAL_OBJECT_TYPE_TAP_ATTACK_BUTTON: createJumpingArrow = false; break; } if ( createJumpingArrow ) { if ( _myTutorialStep.highLightWithHand ) { _tutorialHandInstant = ( GameObject ) Instantiate ( _tutorialHandPrefab, transform.position + Vector3.up + Vector3.back * _myTutorialStep.handMove, _tutorialHandPrefab.transform.rotation ); _tutorialHandInstant.transform.parent = transform.parent; _tutorialHandInstant.AddComponent < SimulateTapControl > ().scale = VectorTools.cloneVector3 ( _tutorialHandInstant.transform.localScale ); _tileMarkInstant = ( GameObject ) Instantiate ( _tileMarkPrefab, transform.parent.position + Vector3.down * 0.25f + Vector3.forward * 0.5f, _tileMarkPrefab.transform.rotation ); SelectedComponenent currentSelectedComponenent = _tileMarkInstant.AddComponent < SelectedComponenent > (); currentSelectedComponenent.setSelectedForPulsingCharacterMark ( true, 1.5f ); } else { _jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 2.3f : -1f ) * TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor + Vector3.up, Quaternion.identity ); _jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove; _jumpingArrowInstant.transform.parent = transform; _jumpingArrowInstant.transform.localScale *= TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor; } } TutorialsManager.getInstance ().objectToBeDestoryedOnNextStep = _jumpingArrowInstant; _mySelectedcomponent = GetComponent < SelectedComponenent > (); if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false ); }
private IEnumerator destroyOnComplete () { _myTutorialStep = TutorialsManager.getInstance ().getCurrentTutorialStep (); _myFrameUICombo = TutorialsManager.getInstance ().getCurrentTutorialUICombo (); yield return new WaitForSeconds ( 0.1f ); Destroy ( _myFrameUICombo ); switch ( _myTutorialStep.type ) { case TutorialsManager.TUTORIAL_OBJECT_TYPE_TAP_ATTACK_BUTTON: Destroy ( this.gameObject ); break; default: TutorialsManager.getInstance ().goToNextStep (); break; } Destroy ( this ); }