//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //If the player presses left click a timer is started then every 15 seconds the message is replaced with a new one //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ void Update() { if (Input.GetButtonDown("Fire1") || tutorialStage >= 1) { timer += Time.deltaTime; tutorialStage = 1; tutorialText.text = "Shoot the Skeletons using the fire1 button"; Trigger1.SetActive(false); if (timer >= 15) { tutorialText.text = "Skeletons will deal 10 damage to you, When your health is 0, you die!"; } if (timer >= 30) { tutorialText.text = "Red boxes restore 10hp until you're at 100 again (5% chance per kill) \n" + "Blue boxes give you double XP for 20 seconds (2% chance per kill) \n" + "These Boxes will be dropped by enemies when they die"; Trigger2.SetActive(false); } if (timer >= 45) { tutorialText.text = "Thers is also a 2% chance per kill for an enemy to drop a nuke, which will kill all curently spawned enemies, giving you a moment to recover"; } if (timer >= 60) { tutorialText.text = "If you wish to quit the tutorial, press ESC and click main menu. You're welcome to stay in the tutorial for as long as you want"; } } }
void IntroUpdate() { if (ActiveTimer) { Timer -= Time.deltaTime; } if (runningAway) { RunawayTimer -= Time.deltaTime; } if (RunawayTimer <= 0.0f && runningAway == true) { if (EventState == -5) { Escape5(); } if (EventState == -4) { Escape4(); } if (EventState == -3) { Escape3(); } if (EventState == -2) { Escape2(); } if (EventState == -1) { Escape1(); } } if (Timer <= 0.0f && Start == false) { Timer = Timer1; Guard1_con.PlaySound(Dialogs[0], true); if (grabbed == false) { SCP_UI.instance.ShowTutorial("tutograb"); } Start = true; } if (grabbed == false && Item == null) { SCP_UI.instance.ShowTutorial("tutoinv1"); grabbed = true; } if (Timer <= 0.0f && StopTimer == false && Start == true) { if (EventState == -13) { EVRefuse3(); } if (EventState == -12) { EVRefuse2(); } if (EventState == -11) { EVRefuse1(); } if (EventState == 3) { Scene3(); StopTimer = true; } if (EventState == 2) { Scene2(); } if (EventState == 1) { Scene1_5(); } if (EventState == 0) { Scene1(); } } if (ActiveTimer2) { TimerSecondary -= Time.deltaTime; } if (TimerSecondary <= 0.0f && StopTimer2 == false) { if (EventState2 == 2) { AsyncScene_2(); } if (EventState2 == 1) { AsyncScene_1(); } } if (Check1 == true) { if (Trigger1.GetComponent <BoxTrigger>().GetState()) { Check1 = false; ActiveTimer = true; Scene1_6(); } } if (Check3 == true) { if (Trigger3.GetComponent <BoxTrigger>().GetState()) { if (!back1) { Guard1_con.PlaySound(Dialogs[5], true); back1 = true; } Guard1_con.ResumePath(); Guard1_con.StopRota(); Guard1_con.AnimTrigger(1, false); Guard1_con.StopLookAt(); Guard2_con.ResumePath(); LastState = EventState; Check3 = false; Check2 = true; ActiveTimer = true; runningAway = false; EventState = 3; } } if (Check2 == true) { if (!Trigger2.GetComponent <BoxTrigger>().GetState() && EventState != -1) { Guard1_con.StopSound(); Guard2_con.StopSound(); EventState = LastState; if (!back1) { RunawayTimer = 6; Guard1_con.PlaySound(Dialogs[2], true, true); } if (Conver != -1) { StopCoroutine(co); Conver = -1; } Guard1_con.SetLookAt(playerHead); ActiveTimer = false; ActiveTimer2 = false; runningAway = true; Guard1_con.SetRota(Player.transform); Guard2_con.SetLookAt(playerHead); Guard2_con.PausePath(); Guard1_con.PausePath(); Check2 = false; Check3 = true; } } if (Check4 == true) { if (Trigger4.GetComponent <BoxTrigger>().GetState()) { Guard1_con.StopPursuit(); Guard1_con.PlaySound(Gunshot); Player.GetComponent <Player_Control>().Death(0); GameController.instance.deathmsg = Localization.GetString("deathStrings", "death_intro"); Check4 = false; Check3 = false; Check2 = false; runningAway = false; Guard1_con.AnimTrigger(-1, true); } } }