private void NextLevel() { isStageFinished = true; // Replay same level for testing purposes SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); isStageFinished = false; stages = STAGES.stage1; }
public void OnLevelWasLoaded() { if (Application.loadedLevelName.ToLower() == "battlefield" && Game.game.currentState == Game.GameStates.InGame && !completed && Game.game.currentQuest.name == "Quest2") { runningTutorial = true; Game.game.currentState = Game.GameStates.InTutorial; Game.game.quickChestEnabled = true; stage = STAGES.WAITING_TO_OPEN_QUICK_CHEST; Hud.getHud().inventoryCanBeOpen = false; } }
public override void tryToTrigger() { if (Game.game.gameStats.level > 1 && BasicEnemy.sEnemies.Count <= 0 && !runningTutorial) { Game.game.currentState = Game.GameStates.InTutorial; runningTutorial = true; Game.game.pauseButtonEnabled = true; Game.game.allowEnemySpawn = false; Game.game.enabledInventoryTabMask |= 1 << (int)Game.TabInventory.STATS; Game.game.currentWindowTab = Game.TabInventory.STATS; currentStage = STAGES.WAITING_TO_OPEN_INVENTORY; } }
public override void TUpdate() { if (!runningTutorial) { return; } lastTime = currentTime; currentTime = Time.realtimeSinceStartup; deltaTime = currentTime - lastTime; deltaTime = Mathf.Min(deltaTime, Time.maximumDeltaTime); switch (stage) { case STAGES.WAITING_TO_OPEN_QUICK_CHEST: { if (Hud.getHud().quickPotionState == Hud.QUICKPOTION_STATE.INPLACE) { stage = STAGES.WAITING_TO_CONSUME_BERSERK_POTION; Hud.getHud().quickPotionsCanBeToogled = false; nPotions = Hud.getHud().quickInventoryTotalPotions(); } } break; case STAGES.WAITING_TO_CONSUME_BERSERK_POTION: { if (nPotions > Hud.getHud().quickInventoryTotalPotions()) { stage = STAGES.WAITING_TO_READ_ICON_MESSAGE; } } break; case STAGES.WAITING_TO_READ_ICON_MESSAGE: { if (Input.GetMouseButtonDown(0)) { runningTutorial = false; Hud.getHud().quickPotionsCanBeToogled = true; Hud.getHud().inventoryCanBeOpen = true; Game.game.currentState = Game.GameStates.InGame; completed = true; } } break; } }
private IEnumerator MoveFunc(Vector3 newPos, GameObject obj, float speed) { while (true) { obj.transform.position = Vector3.MoveTowards(obj.transform.position, newPos, speed * Time.deltaTime); if (obj.transform.position == newPos) { if (Camera.main.transform.position == newPos) { stages = STAGES.stage2; isStageFinished = false; gateStage2.SetActive(true); } yield break; } yield return(null); } }
void CheckStageFinished() { if (stages == STAGES.stage1) { stage1Count--; if (stage1Count <= 0) { Destroy(gateStage1.gameObject); stages = STAGES.bridge; isStageFinished = true; StartCoroutine(MoveThroughBridge()); } } else if (stages == STAGES.stage2) { stage2Count--; if (stage2Count <= 0) { NextLevel(); } } }
public override void TUpdate() { base.TUpdate(); if (!runningTutorial) { return; } lastTime = currentTime; currentTime = Time.realtimeSinceStartup; deltaTime = currentTime - lastTime; deltaTime = Mathf.Min(deltaTime, Time.maximumDeltaTime); switch (currentStage) { case STAGES.WAITING_TO_OPEN_INVENTORY: { if (Hud.getHud() && Hud.getHud().inventoryVisible) { currentStage = STAGES.WAITING_FOR_UPDATE_STATS; } } break; case STAGES.WAITING_FOR_UPDATE_STATS: { if (Game.game.gameStats.pointsLeft == 0) { Game.game.enabledInventoryTabMask |= 1 << (int)Game.TabInventory.SKILL_AND_POTIONS; currentStage = STAGES.WAITING_FOR_SELECT_SKILLS; } } break; case STAGES.WAITING_FOR_SELECT_SKILLS: { if (Game.game.currentWindowTab == Game.TabInventory.SKILL_AND_POTIONS) { Game.game.unlockedSkills[0] = true; currentStage = STAGES.WAITING_FOR_DROP_SKILL; } } break; case STAGES.WAITING_FOR_DROP_SKILL: { if (Game.game.currentSkills[0] != -1 || Game.game.currentSkills[1] != -1 || Game.game.currentSkills[2] != -1 || Game.game.currentSkills[3] != -1) { currentStage = STAGES.WAITING_TO_CLOSE_INVENTORY; } } break; case STAGES.WAITING_TO_CLOSE_INVENTORY: { if (!Hud.getHud().inventoryVisible) { completed = true; runningTutorial = false; } } break; default: break; } }
void Start() { stages = STAGES.stage1; gateStage2.SetActive(false); Invoke(nameof(IgnoreColliders), 1); }