//--------------------------------------------------------------------------------------------------------- // RetryLevel //--------------------------------------------------------------------------------------------------------- // Transitions to the same level the player just completed so they can try again //--------------------------------------------------------------------------------------------------------- void RetryLevel(object stuff = null) { var layer = TutorialLayer.CreateScene(Window, activeLevel, activePlayer); var transitionToLayer = new CCTransitionSlideInR(0.2f, layer); Director.ReplaceScene(transitionToLayer); }
//--------------------------------------------------------------------------------------------------------- // Tutorial //--------------------------------------------------------------------------------------------------------- // Transitions to the Tutorial //--------------------------------------------------------------------------------------------------------- void Tutorial(object stuff = null) { currentPlayer.BranchProgression [0].BranchState = CompletionState.started; currentPlayer.WriteData(currentPlayer); var nextTutorialLevel = GetNextTutorialLevelToPlay(); var layer = TutorialLayer.CreateScene(Window, nextTutorialLevel, currentPlayer); var transitionToLayer = new CCTransitionSlideInR(0.2f, layer); Director.ReplaceScene(transitionToLayer); }
//--------------------------------------------------------------------------------------------------------- // NextLevel //--------------------------------------------------------------------------------------------------------- // Transitions to the next level for play. If the next level is not in the Tutorial branch, then // transition to the SelectChallengeLayer //--------------------------------------------------------------------------------------------------------- void NextLevel(object stuff = null) { var nextTutorialLevel = GetNextTutorialLevelToPlay(); if (nextTutorialLevel.BranchNum < 1) { var layer = TutorialLayer.CreateScene(Window, nextTutorialLevel, activePlayer); var transitionToLayer = new CCTransitionSlideInR(0.2f, layer); Director.ReplaceScene(transitionToLayer); } else { activePlayer.BranchProgression [1].IsLocked = false; activePlayer.BranchProgression [0].BranchState = CompletionState.completed; activePlayer.ConsumableAdd = activePlayer.ConsumableCheckPoint = activePlayer.ConsumableNextSeq = activePlayer.ConsumableSubtract = 0; activePlayer.WriteData(activePlayer); var layer = SelectChallengeLayer.CreateScene(Window, activePlayer); var transitionToLayer = new CCTransitionSlideInR(0.2f, layer); Director.ReplaceScene(transitionToLayer); } }