void HandleStageTransition() { stage_elapsed -= Time.deltaTime; if (stage_elapsed < 0) { stage_elapsed = stage_interval; switch (stage) { case Stage.basic_control: stage = Stage.lets_draw; state = State.fading_out; break; case Stage.paddle_drawn: stage = Stage.paddle_drawn_2; state = State.fading_out; break; case Stage.paddle_drawn_2: stage = Stage.paddle_drawn_3; state = State.fading_out; break; case Stage.paddle_drawn_3: stage = Stage.paddle_drawn_4; state = State.fading_out; break; case Stage.paddle_drawn_4: game_manager.InitializeBreakshot(); stage = Stage.paddle_drawn_5; state = State.fading_out; break; case Stage.paddle_drawn_5: stage = Stage.with_breakshot; state = State.fading_out; foreach (ScoreTracker st in FindObjectsOfType <ScoreTracker>()) { st.SetGameHasStarted(true); } break; case Stage.more_challenge: stage = Stage.more_challenge_2; state = State.fading_out; break; case Stage.more_challenge_2: stage = Stage.more_challenge_3; state = State.fading_out; break; case Stage.more_challenge_3: stage = Stage.more_challenge_4; state = State.fading_out; break; case Stage.more_challenge_4: stage = Stage.more_challenge_5; state = State.fading_out; game_manager.InitializeFakePaddles(); break; case Stage.getting_the_hang: stage = Stage.getting_the_hang_2; state = State.fading_out; break; case Stage.getting_the_hang_2: next_button.SetActive(true); stage = Stage.getting_the_hang_3; state = State.fading_out; break; } } }
void HandleStageTransition() { stage_elapsed -= Time.deltaTime; if (stage_elapsed < 0) { stage_elapsed = stage_interval; switch (stage) { case Stage.intro: game_manager.InitializePowerUpSpawner(); stage = Stage.see_that; state = State.fading_out; foreach (ScoreTracker st in FindObjectsOfType <ScoreTracker>()) { st.SetGameHasStarted(true); } break; case Stage.see_that: stage = Stage.try_shooting; state = State.fading_out; break; case Stage.try_shooting: game_manager.InitializeBreakshot(); touch_detection.DisableForNextGesture(false); stage = Stage.try_shooting_2; state = State.fading_out; break; case Stage.try_shooting_2: stage = Stage.try_shooting_3; state = State.fading_out; break; case Stage.watch_collected: stage = Stage.watch_collected_2; state = State.fading_out; break; case Stage.watch_collected_2: stage = Stage.watch_collected_3; state = State.fading_out; break; case Stage.watch_collected_3: stage = Stage.watch_collected_4; state = State.fading_out; sprite_renderer.enabled = true; gesture_detector.DisableTemporarily(false); powerup_manager.allow_reinforced = true; break; case Stage.reinforced: stage = Stage.reinforced_2; state = State.fading_out; break; case Stage.reinforced_2: stage = Stage.reinforced_3; state = State.fading_out; break; case Stage.reinforced_3: stage = Stage.reinforced_4; state = State.fading_out; break; case Stage.reinforced_4: next_button.SetActive(true); stage = Stage.reinforced_5; state = State.fading_out; break; case Stage.triple_shot_intro: stage = Stage.triple_shot_1; state = State.fading_out; break; case Stage.triple_shot_1: stage = Stage.triple_shot_2; state = State.fading_out; break; case Stage.triple_shot_2: powerup_meter.FillToFull(); GameObject.Find("slide_up_gesture").GetComponent <SpriteRenderer>().enabled = true; powerup_manager.allow_triple_shot = true; stage = Stage.triple_shot_3; state = State.fading_out; break; case Stage.triple_shot_3: break; case Stage.triple_launched: stage = Stage.triple_launched_2; state = State.fading_out; break; case Stage.triple_launched_2: stage = Stage.triple_launched_3; state = State.fading_out; break; case Stage.triple_launched_3: next_button.SetActive(true); stage = Stage.triple_launched_4; state = State.fading_out; break; case Stage.triple_launched_4: stage = Stage.triple_launched_5; state = State.fading_out; break; case Stage.defensive_intro: game_manager.InitializeFakePaddles(); powerup_meter.FillToFull(); stage = Stage.defensive_intro_2; state = State.fading_out; break; case Stage.defensive_intro_2: powerup_manager.allow_safety = true; sprite_renderer.transform.position = new Vector3(4.15f, sprite_renderer.transform.position.y, 0); sprite_renderer.enabled = true; GameObject go_slide_up = GameObject.Find("slide_up_gesture"); go_slide_up.transform.rotation = Quaternion.Euler(0, 0, 180); go_slide_up.GetComponent <SpriteRenderer>().enabled = true; stage = Stage.defensive_intro_3; state = State.fading_out; break; case Stage.defensive_intro_3: break; case Stage.safe_activated: stage = Stage.safe_activated_1; state = State.fading_out; break; case Stage.safe_activated_1: next_button.SetActive(true); stage = Stage.safe_activated_2; state = State.fading_out; break; case Stage.safe_activated_2: stage = Stage.safe_activated_3; state = State.fading_out; break; case Stage.safe_activated_3: break; case Stage.supercharge_intro_2: stage = Stage.supercharge_intro_3; state = State.fading_out; break; case Stage.supercharge_intro_3: stage = Stage.supercharge_intro_4; state = State.fading_out; break; case Stage.supercharge_intro_4: next_button.GetComponentInChildren <Text>().text = "Quick Play"; next_button.SetActive(true); quit_button.SetActive(true); stage = Stage.supercharge_intro_5; state = State.fading_out; break; } } }