void Start() { GameBrain.ChangeAcceptInput(false); TopDownCamera.AllowMovement(false); instance = this; tm = new TutorialUIMaster(); t_ai = new TutorialAI(); acceptInput = false; ai_turn = false; image_on = false; turn_button = GameObject.Find("PlayerPanel").GetComponent <Button>(); d_markers = GameObject.Find("DeployMarkers"); d_markers.SetActive(false); UIMaster.SetActionPanel(false); phase = T_Phases.Introduction; whichText = 0; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); GameObject.Find("Back Button").GetComponent <Button>().onClick.AddListener(BackText); GameObject.Find("Forward Button").GetComponent <Button>().onClick.AddListener(ForwardText); GameObject.Find("Continue Button").GetComponent <Button>().onClick.AddListener(PlayersTurn); GameObject.Find("Raise Button").GetComponent <Button>().onClick.AddListener(RaiseBox); }
public static void ExitView() //Returns to the camera to the position is=t was at before clicking on the cube and switches the UI back { TopDownCamera.Instance.StartCoroutine(TopDownCamera.LerpToPosition(PlayerMaster.CurrentPlayer.CameraPosistion, PlayerMaster.CurrentPlayer.CameraRotation)); TopDownCamera.AllowMovement(true); UIMaster.FadePhanel((int)UIPannels.Action); UIMaster.FadePhanel((int)UIPannels.View); GameBrain.ChangeAcceptInput(true); }