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); }
static void NextPhase() { whichText = 0; ++phase; switch (phase) { case T_Phases.Deploy: UIMaster.DisplayState(GamePhase.Deploy, PlayerMaster.CurrentTurn); UIMaster.SetActionPanel(true); UIMaster.FadePhanel(0); break; case T_Phases.Cannon: for (int i = 0; i < PlayerMaster.CurrentPlayer.Can.Count; ++i) { PlayerMaster.CurrentPlayer.Can[i].Moved = false; } HighlightMaster.HighlightActiveCannons(PlayerMaster.CurrentPlayer); break; default: break; } turn_button.interactable = false; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); }
static void BackText() { if (whichText > 0) //If we aren't at the first text { TutorialUIMaster.ChangeText((int)phase, --whichText); //Go to the text before it CheckForImage(); } }
static void ForwardText() { if (whichText + 1 < phaselength) { TutorialUIMaster.ChangeText((int)phase, ++whichText); if (whichText + 1 == phaselength) { TutorialUIMaster.SetContinue(true); } CheckForImage(); } }