private void ShowConfigSetup() { // reset form elements dialogState_ = DialogStates.config; btnCancel_.Show(); lblHeader_.ForeColor = System.Drawing.Color.Black; lblHeader_.Text = "User Config"; lblInfo1_.Text = "First Name"; lblInfo2_.Text = "Last Name"; lblInfo3_.Text = "City"; ClearAllFields(); // clear user input fields txtInfo2_.UseSystemPasswordChar = false; txtInfo3_.UseSystemPasswordChar = false; }
// show auth setup private void ShowAuthSetup() { // reset form elements dialogState_ = DialogStates.auth; btnCancel_.Hide(); lblHeader_.ForeColor = System.Drawing.Color.Black; lblHeader_.Text = "Sign Up"; lblInfo1_.Text = "Username"; lblInfo2_.Text = "Password"; lblInfo3_.Text = "Confirm Password"; ClearAllFields(); // clear user input fields txtInfo2_.UseSystemPasswordChar = true; txtInfo3_.UseSystemPasswordChar = true; }
// Update is called once per frame void Update() { if (!Active) { return; } else if (Active) { //dialog switch /*if(!contructionButton.activeSelf) * { * * if(closedContructionButton) * { * arrow.localPosition = new Vector3(1.6f, -240.0f, 0.0f); * arrowEasings.ResetEasing(); * closedContructionButton = false; * tutorialDialog.text = TextData.GetText("tutorialDialog2"); * Debug.Log("StartTuto"); * * } * return; * } * tutorialBackground.gameObject.SetActive(true);*/ switch (dialogStates) { case DialogStates.Intro: { tutorialDialog.text = TextData.GetText("tutorialDialog1"); if (advanceTutorial) { advanceTutorial = false; tutorialBackground.gameObject.SetActive(false); arrow.localPosition = new Vector3(-396.0f, -180.0f, 0); arrowEasings.ResetEasing(); tutorialDialog.text = TextData.GetText("tutorialDialog3"); dialogStates = DialogStates.Townhall; } } break; case DialogStates.Construction: { tutorialDialog.text = TextData.GetText("tutorialDialog2"); if (!closedContructionButton) { arrow.localPosition = new Vector3(1.6f, -240.0f, 0.0f); arrowEasings.ResetEasing(); closedContructionButton = false; Debug.Log("Construction"); dialogStates = DialogStates.Start; } } break; case DialogStates.Start: { Debug.Log("start"); tutorialDialog.text = TextData.GetText("tutorialDialog2"); if (advanceTutorial) { advanceTutorial = false; tutorialDialog.text = TextData.GetText("tutorialDialog3"); dialogStates = DialogStates.Townhall; tutorialBackground.gameObject.SetActive(true); } } break; case DialogStates.Townhall: if (resources.townHall >= 1) { arrow.localPosition = new Vector3(houseLock.transform.localPosition.x, houseLock.transform.localPosition.y + 100, houseLock.transform.localPosition.z); arrowEasings.ResetEasing(); houseLock.SetActive(false); actualPos++; building.canCreateBuild = false; dialogStates = DialogStates.House; tutorialDialog.text = TextData.GetText("tutorialDialog4"); } break; case DialogStates.House: if (resources.house >= 3) { arrow.localPosition = new Vector3(farmLock.transform.localPosition.x, farmLock.transform.localPosition.y + 100, farmLock.transform.localPosition.z); arrowEasings.ResetEasing(); houseLock.SetActive(true); farmLock.SetActive(false); actualPos++; building.canCreateBuild = false; dialogStates = DialogStates.Farm; tutorialDialog.text = TextData.GetText("tutorialDialog5"); } if (resources.house == 1 && aura.transform.localPosition == auraPositions[1]) { actualPos++; } if (resources.house == 2 && aura.transform.localPosition == auraPositions[2]) { actualPos++; } break; case DialogStates.Farm: if (resources.farm >= 2) { arrow.localPosition = new Vector3(lumberLock.transform.localPosition.x, lumberLock.transform.localPosition.y + 100, lumberLock.transform.localPosition.z); arrowEasings.ResetEasing(); farmLock.SetActive(true); lumberLock.SetActive(false); actualPos++; building.canCreateBuild = false; dialogStates = DialogStates.Lumber; tutorialDialog.text = TextData.GetText("tutorialDialog6"); } if (resources.farm == 1 && aura.transform.localPosition == auraPositions[4]) { actualPos++; } break; case DialogStates.Lumber: if (resources.lumberMill >= 1) { arrow.localPosition = new Vector3(mineLock.transform.localPosition.x, mineLock.transform.localPosition.y + 100, mineLock.transform.localPosition.z); arrowEasings.ResetEasing(); lumberLock.SetActive(true); mineLock.SetActive(false); actualPos++; building.canCreateBuild = false; dialogStates = DialogStates.Mine; tutorialDialog.text = TextData.GetText("tutorialDialog7"); } break; case DialogStates.Mine: if (resources.goldMine >= 1) { mineLock.SetActive(true); building.canCreateBuild = false; dialogStates = DialogStates.Final; tutorialDialog.text = TextData.GetText("tutorialDialog8"); } break; case DialogStates.Final: houseLock.SetActive(false); farmLock.SetActive(false); lumberLock.SetActive(false); mineLock.SetActive(false); otherLock.SetActive(false); arrow.gameObject.SetActive(false); aura.gameObject.SetActive(false); tutorialBackground.gameObject.SetActive(true); //tutorialDialog.text = TextData.GetText("tutorialDialog9"); if (advanceTutorial) { tutorialBackground.gameObject.SetActive(false); Active = false; gameObject.SetActive(false); } break; default: break; } } aura.transform.localPosition = auraPositions[actualPos]; }