private IEnumerator UpdateTimeline(Tutorial.PointerTimeLine timeline) { timeline.Start(); for (;;) { if (timeline.IsFinished()) { timeline.Start(); } timeline.Update(); yield return(null); } yield break; }
private Tutorial.PointerTimeLine CreateOpeningTutorial(Transform buttonTf) { Tutorial.PointerTimeLine pointerTimeLine = new Tutorial.PointerTimeLine(this.pointer); List <Vector3> list = new List <Vector3>(); list.Add(buttonTf.position + 15f * Vector3.down + Vector3.back); list.Add(buttonTf.position + Vector3.back); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.1f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Move(list, 2.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Press()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Release()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.75f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Hide()); return(pointerTimeLine); }
private Tutorial.PointerTimeLine CreateStartTutorial() { Tutorial.PointerTimeLine pointerTimeLine = new Tutorial.PointerTimeLine(this.pointer); List <Vector3> list = new List <Vector3>(); list.Add(this.findOpponentButton.position + 15f * Vector3.down + Vector3.back); list.Add(this.findOpponentButton.position + Vector3.back); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.1f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Move(list, 2.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Press()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Release()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.75f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Hide()); return(pointerTimeLine); }
private Tutorial.PointerTimeLine CreateTutorial() { Tutorial.PointerTimeLine pointerTimeLine = new Tutorial.PointerTimeLine(this.pointer); List <Vector3> list = new List <Vector3>(); list.Add(this.tutorialTarget.position + 21f * Vector3.down); list.Add(this.tutorialTarget.position); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.1f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Move(list, 2.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Press()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Release()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.75f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Hide()); return(pointerTimeLine); }
private Tutorial.PointerTimeLine StartMachineTutorial() { Tutorial.PointerTimeLine pointerTimeLine = new Tutorial.PointerTimeLine(this.pointer); GameObject gameObject = GameObject.Find("CrankLever"); List <Vector3> list = new List <Vector3>(); list.Add(gameObject.transform.position + 12f * Vector3.down); list.Add(gameObject.transform.position); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.1f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Move(list, 2.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Press()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Release()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.75f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Hide()); return(pointerTimeLine); }
private void CreateCakeRaceButtonTutorial() { GameObject pointer = UnityEngine.Object.Instantiate <GameObject>(WPFMonoBehaviour.gameData.m_tutorialPointer); GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(WPFMonoBehaviour.gameData.m_tutorialPointerClick); gameObject.SetActive(false); Tutorial.Pointer pointer2 = new Tutorial.Pointer(pointer, gameObject); Tutorial.PointerTimeLine pointerTimeLine = new Tutorial.PointerTimeLine(pointer2); List <Vector3> list = new List <Vector3>(); list.Add(this.cakeRaceButton.transform.position + 21f * Vector3.down + Vector3.back); list.Add(this.cakeRaceButton.transform.position + 5f * Vector3.up + Vector3.back); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.1f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Move(list, 2.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Press()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.5f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Release()); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Wait(0.75f)); pointerTimeLine.AddEvent(new Tutorial.PointerTimeLine.Hide()); base.StartCoroutine(this.UpdateTimeline(pointerTimeLine)); }