void ProgressHandler(PlayerProgressEvent e) { if (e.PlayerID == PlayerID) { if (e.progress == "first buff") { string key = (PlayerID == 1) ? "Q" : "."; StartCoroutine(LeaveAndBack("Press " + key + " to prune a branch.")); } if (e.progress == "first prune") { string key = (PlayerID == 1) ? "SPACE" : "R SHIFT"; StartCoroutine(LeaveAndBack("Hold " + key + " to create a bomb. Left/Right to aim. Release to launch.")); } if (e.progress == "first bomb") { StartCoroutine(LeaveAndBack("Get free bombs from chests!")); } if (e.progress == "first chest") { StartCoroutine(LeaveAndBack("Grow to a shield for protection!")); } if (e.progress == "first shield") { StartCoroutine(LeaveAndBack("Get a star! You will need 3 stars to win the game!")); } if (e.progress == "first checkpoint") { StartCoroutine(LeaveAndBack("Excellent! Now you will compete to grow into the sky!")); } } }
void PlayerProgressEventHandler(PlayerProgressEvent e) { if (!isActiveAndEnabled) { return; } if (e.PlayerID == PlayerID) { if (e.progress == "reach root") { if (PlayerID == 1) { t.text = "Press E!"; } else { t.text = "Press /!"; } } if (e.progress == "first grow") { GetComponentInParent <PanelLerp>().Move(new Vector3(0, -200f, 0)); } } }
private void OnPlayerProgress(PlayerProgressEvent data) { if (!this.delayUpdate) { this.targetExperience = data.experience; } this.currentRealExperience = data.experience; }
void PlayerProgressEventHandler(PlayerProgressEvent e) { if (!isActiveAndEnabled) { return; } if (e.PlayerID == PlayerID) { if (e.progress == "first grow") { t.text = "Grow to a log for extra resources!"; GetComponentInParent <PanelLerp>().Move(new Vector3(0f, 500f, 0f)); } if (e.progress == "first buff") { GetComponentInParent <PanelLerp>().BackToInit(); } } }
void PlayerProgressEventHandler(PlayerProgressEvent e) { if (!isActiveAndEnabled) { return; } if (e.progress == "first buff") { ++first_buff_cnt; } if (e.progress == "first checkpoint") { ++first_cp_cnt; } if (!t.enabled && first_buff_cnt == 2) { t.enabled = true; GetComponentInParent <PanelLerp>().Move(new Vector3(0f, -500f, 0f)); StartCoroutine(WaitAndHide()); } }
void ObjectiveGenerator(PlayerProgressEvent e) { if (e.PlayerID == PlayerID) { if (e.progress == "first grow") { GameObject buff = Instantiate(buffPrefab, new Vector3(1f, 3f, 0) + transform.position, Quaternion.identity); buff.GetComponent <BuffController>().playerIndex = PlayerID; } if (e.progress == "first bomb") { GameObject buff = Instantiate(buffPrefab, new Vector3(-1f, 4f, 0) + transform.position, Quaternion.identity); buff.GetComponent <BuffController>().playerIndex = PlayerID; StartCoroutine(ConvertChest()); } if (e.progress == "first chest") { GameObject shield = Instantiate(shieldPrefab, new Vector3(3f, 4f, 0) + transform.position, Quaternion.identity); shield.GetComponent <ShieldController>().playerID = PlayerID; } if (e.progress == "first shield") { GameObject checkpoint = Instantiate(checkpointPrefab, new Vector3(-3f, 5f, 0) + transform.position, Quaternion.identity); checkpoint.GetComponent <GoalPointController>().playerID = PlayerID; } if (e.progress == "first checkpoint" && opponent_done) { EventBus.Publish <TutorialEndEvent>(new TutorialEndEvent()); } } else { if (e.progress == "first checkpoint") { opponent_done = true; } } }
private void OnPlayerProgressEvent(PlayerProgressEvent data) { this.Lock(this.levelRequirement > Singleton <PlayerProgress> .Instance.Level); }