Example #1
0
    public void BeginLevelTutorials(GameplayInput input, ConvertNestCtrl convertNestCtrl)
    {
        FGUnity.Utils.Logger.Log("Beginning level tutorials");
        bool hintShown = false;

        hintShown = Show(HINT_BORROW);
        if (hintShown)
        {
            input.EnableAllInput(false, GameplayInput.CONVERT_TO_ONES, GameplayInput.TENS_COLUMN);
            input.EnableCountingAndPause(true);
            if (convertNestCtrl)
            {
                convertNestCtrl.ShowEmptyTenFrame(true);
            }
        }

        hintShown = Show(HINT_SUB);
        if (hintShown)
        {
            input.EnableAllInput(false, GameplayInput.ONES_COLUMN, GameplayInput.ONES_SUB);
            input.EnableCountingAndPause(true);
        }

        hintShown = Show(HINT_SUB_ONE);
        if (hintShown)
        {
            input.EnableAllInput(false, GameplayInput.ONES_COLUMN, GameplayInput.ONES_SUB);
            input.EnableCountingAndPause(true);
        }

        hintShown = Show(HINT_SUB_TEN);
        if (hintShown)
        {
            input.EnableAllInput(false, GameplayInput.TENS_COLUMN, GameplayInput.TENS_SUB);
            input.EnableCountingAndPause(true);
        }
    }
Example #2
0
 public bool CarryOverSpecial(bool readyForCarryover, bool handHoldActive, GameplayInput input, ConvertNestCtrl convertNestCtrl)
 {
     /*
      * if (readyForCarryover) {
      *  bool hintShown = Show("showHintDragCarryover", false, Vector3.zero);
      *  if (hintShown) {
      *      input.EnableAllInput(false, GameplayInput.CONVERT_TO_TENS);
      *      input.EnableCountingAndPause(true);
      *      if (convertNestCtrl)
      *          convertNestCtrl.ToggleVisibility(true, handHoldActive);
      *      return true;
      *  }
      * } else {
      *  if (Session.instance.currentLevel.hasTutorial("showHintDragCarryover") && !seenMap["showHintDragCarryover"]) {
      *      Show((Session.instance.currentLevel.tensColumnEnabled) ? "showHintDragAddOne" : "showHintDragAdd", true);
      *      input.EnableAllInput(false, GameplayInput.ONES_QUEUE);
      *      input.EnableCountingAndPause(true);
      *      return true;
      *  }
      * }*/
     return(false);
 }