Esempio n. 1
0
 public void Activate(TriggerHandler.TriggerType triggerProps, SpawnType spawnTf)
 {
     base.Activate(transform, spawnTf);
     EventType  = triggerProps.EventType;
     EventId    = triggerProps.EventId;
     PausesGame = triggerProps.PausesGame;
     Trigger.Collider.enabled = true;
     gameObject.GetComponent <SpriteRenderer>().enabled = Toolbox.Instance.Debug;
     _waitType = PausesGame ? TooltipHandler.WaitType.InGamePause : TooltipHandler.WaitType.InGameNoPause;
 }
Esempio n. 2
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    private IEnumerator VillageSpeech()
    {
        TooltipHandler tth = FindObjectOfType <TooltipHandler>();

        if (GameData.Instance.Level == LevelProgressionHandler.Levels.Main2)
        {
            TooltipHandler.DialogueId eventId = TooltipHandler.DialogueId.HypersonicVillagePt1;
            _bPausedForSpeech = true;
            tth.ShowDialogue(eventId, TooltipHandler.WaitType.VillageSpeech);
            while (_bPausedForSpeech)
            {
                yield return(null);
            }

            // TODO here's hypersonic sequence
            // TODO move this to the hypersonic ability class?
            var hypersonic = GameData.Instance.Data.AbilityData.GetHypersonicStats();
            hypersonic.AbilityUnlocked  = true;
            hypersonic.AbilityAvailable = true;
            hypersonic.AbilityLevel     = 1;
            hypersonic.AbilityEvolution = 1;
            GameData.Instance.Data.AbilityData.SaveHypersonicStats(hypersonic);

            yield return(new WaitForSeconds(0.5f));

            _player.Player.ForceHypersonic();
            yield return(new WaitForSeconds(1f));

            eventId           = TooltipHandler.DialogueId.HypersonicVillagePt2;
            _bPausedForSpeech = true;
            tth.ShowDialogue(eventId, TooltipHandler.WaitType.VillageSpeech);
            while (_bPausedForSpeech)
            {
                yield return(null);
            }
        }
    }
Esempio n. 3
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 public void SetTooltipComplete(TooltipHandler.DialogueId tooltipId)
 {
     TooltipCompletion[(int)tooltipId] = true;
 }
Esempio n. 4
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 // The below functions relate to session level tooltips
 // Tooltips are shown the first time a level is started, but not on restarting the level
 public bool TooltipCompleted(TooltipHandler.DialogueId tooltipId)
 {
     return(TooltipCompletion[(int)tooltipId]);
 }