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; }
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); } } }
public void SetTooltipComplete(TooltipHandler.DialogueId tooltipId) { TooltipCompletion[(int)tooltipId] = true; }
// 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]); }