private void ApplySpecificGUI(MicrobeTutorialGUI gui) { foreach (var tutorial in Tutorials) { tutorial.ApplyGUIState(gui); } }
public void ResolveNodeReferences() { if (NodeReferencesResolved) { return; } world = GetNode <Node>("World"); HUD = GetNode <MicrobeHUD>("MicrobeHUD"); tutorialGUI = GetNode <MicrobeTutorialGUI>("TutorialGUI"); rootOfDynamicallySpawned = GetNode <Node>("World/DynamicallySpawned"); Camera = world.GetNode <MicrobeCamera>("PrimaryCamera"); Clouds = world.GetNode <CompoundCloudSystem>("CompoundClouds"); worldLight = world.GetNode <DirectionalLight>("WorldLight"); guidanceLine = GetNode <GuidanceLine>(GuidanceLinePath); pauseMenu = GetNode <PauseMenu>(PauseMenuPath); // These need to be created here as well for child property save load to work TimedLifeSystem = new TimedLifeSystem(rootOfDynamicallySpawned); ProcessSystem = new ProcessSystem(rootOfDynamicallySpawned); microbeAISystem = new MicrobeAISystem(rootOfDynamicallySpawned); FluidSystem = new FluidSystem(rootOfDynamicallySpawned); spawner = new SpawnSystem(rootOfDynamicallySpawned); NodeReferencesResolved = true; }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.MicrobeMovementRotation = keyPromptRotation; gui.MicrobeMovementPromptsVisible = ShownCurrently; if (ShownCurrently) { gui.MicrobeMovementPromptForwardVisible = moveForwardTime < Constants.MICROBE_MOVEMENT_TUTORIAL_REQUIRE_DIRECTION_PRESS_TIME; gui.MicrobeMovementPromptLeftVisible = moveLeftTime < Constants.MICROBE_MOVEMENT_TUTORIAL_REQUIRE_DIRECTION_PRESS_TIME; gui.MicrobeMovementPromptRightVisible = moveRightTime < Constants.MICROBE_MOVEMENT_TUTORIAL_REQUIRE_DIRECTION_PRESS_TIME; gui.MicrobeMovementPromptBackwardsVisible = moveBackwardsTime < Constants.MICROBE_MOVEMENT_TUTORIAL_REQUIRE_DIRECTION_PRESS_TIME; } }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.StayingAliveVisible = ShownCurrently; }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.UnbindTutorialVisible = ShownCurrently; }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.MicrobeWelcomeVisible = ShownCurrently; }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.CheckTheHelpMenuVisible = ShownCurrently; }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.ReproductionTutorialVisible = ShownCurrently; }
// GUI state applying functions, there is one per the type of tutorial GUI // By default when a tutorial receives the call to apply states for a GUI it doesn't handle, it will be hidden // if visible public virtual void ApplyGUIState(MicrobeTutorialGUI gui) { DefaultGUIStateHandle(); }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.MicrobeMovementPopupVisible = ShownCurrently; }
public override void ApplyGUIState(MicrobeTutorialGUI gui) { gui.EditorButtonTutorialVisible = ShownCurrently; }