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);
    }
Example #2
0
 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);
 }