void OnMouseDown() { gameManager.audioManager.PlaySound(9); if (gameManager.currentGameScreen == GameManager.CurrentGameScreen.upgradeAbility || gameManager.currentGameScreen == GameManager.CurrentGameScreen.upgradeArmament || gameManager.currentGameScreen == GameManager.CurrentGameScreen.upgradeShip) { hanger.CheckSave(); } gameManager.currentGameScreen = GameManager.CurrentGameScreen.hanger; hanger.ToggleUpgradeButtons(true); upgradePanel.SetActive(false); }
public IEnumerator HangerTutorialPartTwo() { Hanger hanger = gameManager.hanger; fader = images.transform.GetChild(0).GetComponent <SpriteRenderer>(); fader.sortingOrder = 92; gridCollider = hanger.buttonUpgradeAbility.GetComponent <BoxCollider>(); boardFade = gameManager.board.frontFade; hanger.ToggleUpgradeButtons(false); gameManager.ToggleFade(false); gameManager.optionsMenu.ToggleOptionMenuButton(false); yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "We just unlocked our\nfourth module! As cool as\nthat is, I have a\nconfession to make.\n\nOur ship is only fancy\nenough to bring three\nmodules at any time. We\ncan choose our three in\nthe module panel."))); textMesh.text = ""; textMesh.transform.localPosition = new Vector2(0.0f, -2.02f); images.SetActive(true); Highlight("FadeMatch9", "MODULES CAN BE\nSELECTED IN THE\nHANGER", 180.0f, 1.87f, -3.6f, true); gridCollider.GetComponent <SpriteRenderer>().sortingOrder = 115; GameObject upgradePanelObject = hanger.upgradePanelAbility.gameObject; UpgradePanelAbility upgradePanelModule = upgradePanelObject.GetComponent <UpgradePanelAbility>(); while (!upgradePanelObject.activeSelf) { yield return(null); } upgradePanelModule.ChangeTabDetails(0); gridCollider.GetComponent <SpriteRenderer>().sortingOrder = 46; BoxCollider subpanelButton0 = upgradePanelModule.transform.GetChild(7).GetComponent <BoxCollider>(); BoxCollider subpanelButton1 = upgradePanelModule.transform.GetChild(8).GetComponent <BoxCollider>(); BoxCollider upgradeButton0 = upgradePanelModule.boxColliderUpgradeAbility[0]; BoxCollider upgradeButton1 = upgradePanelModule.boxColliderUpgradeAbility[1]; upgradeButton0.enabled = false; upgradeButton1.enabled = false; subpanelButton0.enabled = false; subpanelButton1.enabled = false; upgradePanelModule.buttonUpgradeConfirm.enabled = false; textMesh.text = ""; arrow.SetActive(false); fader.sortingOrder = 114; gameManager.messageScreen.spriteGif.sortingOrder = 116; gameManager.messageScreen.spriteMessageBox.sortingOrder = 115; gameManager.messageScreen.textMessage.GetComponent <MeshRenderer>().sortingOrder = 116; gameManager.messageScreen.textMessage2.GetComponent <MeshRenderer>().sortingOrder = 117; gameManager.messageScreen.tapToContinue.GetComponent <MeshRenderer>().sortingOrder = 116; yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "The modules selected in\nthis panel will be the ones\nthat we take with us into\nbattle.\n\nLet's go ahead and equip\nthe new module, Mega\nLaser."))); SpriteRenderer spriteButton = upgradePanelModule.spriteRendererUpgradeAbility[1]; arrow.transform.GetChild(0).GetComponent <SpriteRenderer>().sortingOrder = 115; spriteButton.sortingOrder = 115; upgradeButton1.enabled = true; Highlight("FadeMatch9", "SELECT MEGA LASER", 0.0f, -0.9f, 2.3f, false); fader.sortingOrder = 114; textMesh.transform.localPosition = new Vector2(0.0f, -1.1f); textMesh.GetComponent <MeshRenderer>().sortingOrder = 115; arrow.SetActive(true); SpriteRenderer laserNew = upgradePanelModule.spriteUpgradeNew[4]; while (laserNew.enabled) { yield return(null); } upgradePanelModule.buttonUpgradeConfirm.enabled = false; images.SetActive(false); yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "Feel free to choose any\nmodule that you would like\nto use."))); gameManager.messageScreen.spriteGif.sortingOrder = 104; gameManager.messageScreen.spriteMessageBox.sortingOrder = 102; gameManager.messageScreen.textMessage.GetComponent <MeshRenderer>().sortingOrder = 103; gameManager.messageScreen.textMessage2.GetComponent <MeshRenderer>().sortingOrder = 104; gameManager.messageScreen.tapToContinue.GetComponent <MeshRenderer>().sortingOrder = 104; upgradePanelModule.buttonUpgradeConfirm.enabled = true; spriteButton.sortingOrder = 110; upgradeButton0.enabled = true; upgradeButton1.enabled = true; subpanelButton0.enabled = true; subpanelButton1.enabled = true; gameManager.optionsMenu.ToggleOptionMenuButton(true); Destroy(gameObject); }
public IEnumerator HangerTutorial() { Hanger hanger = gameManager.hanger; fader = images.transform.GetChild(0).GetComponent <SpriteRenderer>(); fader.sortingOrder = 114; gridCollider = hanger.buttonUpgradeShip.GetComponent <BoxCollider>(); hanger.ToggleUpgradeButtons(false); gameManager.ToggleFade(false); boardFade = gameManager.board.frontFade; gameManager.optionsMenu.ToggleOptionMenuButton(false); yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "Welcome to my humble\nabode. I know what you\nare thinking, \"This looks\nlike a heap of scrap\nmetal.\"\nWell it isn't...Okay, I guess\nit is. But it is OUR heap of\nscrap metal!\n\n\nBut enough of that, we\ngot some ship\nmodifications while we\nwere out! Let's check 'em\nout!"))); textMesh.text = ""; textMesh.transform.localPosition = new Vector2(0.0f, -2.02f); images.SetActive(true); Highlight("FadeMatch9", "SHIP CAN BE UPGRADED\nIN THE HANGER", 180.0f, 0.0f, -3.6f, true); gridCollider.GetComponent <SpriteRenderer>().sortingOrder = 115; GameObject upgradePanelObject = hanger.buttonUpgradeArmament.upgradePanelObject; UpgradePanelArmament upgradePanelArmament = upgradePanelObject.GetComponent <UpgradePanelArmament>(); while (!upgradePanelObject.activeSelf) { yield return(null); } gridCollider.GetComponent <SpriteRenderer>().sortingOrder = 46; GameObject objectButton = upgradePanelArmament.buttonUpgrade0; upgradePanelArmament.transform.GetChild(0).GetComponent <BoxCollider>().enabled = false; upgradePanelArmament.subPanel1.enabled = false; upgradePanelArmament.subPanel2.enabled = false; objectButton.GetComponent <BoxCollider>().enabled = false; upgradePanelArmament.buttonUpgrade1.GetComponent <BoxCollider>().enabled = false; upgradePanelArmament.buttonUpgrade2.GetComponent <BoxCollider>().enabled = false; textMesh.text = ""; arrow.SetActive(false); fader.sortingOrder = 114; gameManager.messageScreen.spriteGif.sortingOrder = 116; gameManager.messageScreen.spriteMessageBox.sortingOrder = 115; gameManager.messageScreen.textMessage.GetComponent <MeshRenderer>().sortingOrder = 116; gameManager.messageScreen.textMessage2.GetComponent <MeshRenderer>().sortingOrder = 117; gameManager.messageScreen.tapToContinue.GetComponent <MeshRenderer>().sortingOrder = 115; yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "Let's beef up our armor\nsome more. I would rather\nnot explode in space...\nor anywhere."))); SpriteRenderer spriteButton = objectButton.transform.GetChild(1).GetComponent <SpriteRenderer>(); //fader.sortingOrder = 114; arrow.transform.GetChild(0).GetComponent <SpriteRenderer>().sortingOrder = 115; spriteButton.sortingOrder = 115; objectButton.transform.GetChild(2).GetComponent <MeshRenderer>().sortingOrder = 115; objectButton.GetComponent <BoxCollider>().enabled = true; yield return(new WaitForSeconds(0.2f)); Highlight("FadeMatch9", "SELECT\nARMOR UPGRADE", 180.0f, -1.54f, -1.35f, false); textMesh.transform.localPosition = new Vector2(-0.81f, 0.18f); textMesh.GetComponent <MeshRenderer>().sortingOrder = 115; fader.sortingOrder = 114; arrow.SetActive(true); while (spriteButton.color.b < 1.0f) { yield return(null); } objectButton.GetComponent <BoxCollider>().enabled = false; spriteButton.sortingOrder = 110; objectButton.transform.GetChild(2).GetComponent <MeshRenderer>().sortingOrder = 110; Highlight("FadeMatch9", "SELECT UPGRADE", 180.0f, 0.77f, -3.95f, false); upgradePanelArmament.buttonUpgradeConfirmSprite.sortingOrder = 115; upgradePanelArmament.buttonUpgradeConfirmText.GetComponent <MeshRenderer>().sortingOrder = 116; textMesh.transform.localPosition = new Vector2(0.76f, -2.58f); fader.sortingOrder = 114; while (PlayerStats.playerStats.upgradeStatus[9] < 2) { yield return(null); } //spriteButton.sortingOrder = 110; upgradePanelArmament.buttonUpgradeConfirmSprite.sortingOrder = 110; upgradePanelArmament.buttonUpgradeConfirmText.GetComponent <MeshRenderer>().sortingOrder = 111; textMesh.text = ""; arrow.SetActive(false); yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "Can never have too much\narmor. Close the panel\nwhen you are done."))); spriteBox.sortingOrder = 113; fader.enabled = false; spriteBox.enabled = true; animatorbox.enabled = true; spriteBox.transform.localPosition = new Vector2(1.96f, 3.78f); upgradePanelArmament.transform.GetChild(0).GetComponent <BoxCollider>().enabled = true; upgradePanelArmament.subPanel1.enabled = true; upgradePanelArmament.subPanel2.enabled = true; objectButton.GetComponent <BoxCollider>().enabled = true; upgradePanelArmament.buttonUpgrade1.GetComponent <BoxCollider>().enabled = true; upgradePanelArmament.buttonUpgrade2.GetComponent <BoxCollider>().enabled = true; while (upgradePanelObject.activeSelf) { yield return(null); } spriteBox.sortingOrder = 104; hanger.ToggleUpgradeButtons(false); //spriteBox.enabled = false; //animatorbox.enabled = false; fader.enabled = true; spriteBox.transform.localPosition = new Vector2(2.2f, 0.8f); spriteBox.transform.localScale = new Vector2(1.96f, 6.0f); yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "You ready to save\nMittens? Tap the\narrows in front of the\nship when you want to\nget back out there."))); fader.enabled = false; hanger.ToggleUpgradeButtons(true); //spriteBox.enabled = true; //animatorbox.enabled = true; textMesh.transform.localPosition = new Vector2(1.3f, 2.0f); textMesh.text = "TAP ARROWS\nTO TAKE OFF"; textMesh.GetComponent <MeshRenderer>().sortingOrder = 104; Transform transformShip = gameManager.ship.transform; GameObject levelOne = hanger.buttonLevelSelect[0].animator; BoxCollider boxColliderEnterLevel = hanger.buttonEnterLevel.GetComponent <BoxCollider>(); boxColliderEnterLevel.enabled = false; hanger.buttonLevelSelect[0].GetComponent <BoxCollider>().enabled = false; hanger.buttonLevelSelect[1].GetComponent <BoxCollider>().enabled = false; while (transformShip.localScale.y < 2.4f) { yield return(null); } hanger.buttonHangerToLevelSelect.GetComponent <BoxCollider>().enabled = false; textMesh.text = ""; spriteBox.enabled = false; animatorbox.enabled = false; while (transformShip.localPosition.x > -2.0f) { yield return(null); } fader.enabled = true; spriteBox.transform.localPosition = new Vector2(-0.55f, -1.4f); spriteBox.transform.localScale = new Vector2(7.0f, 4.0f); spriteBox.enabled = true; animatorbox.enabled = true; yield return(StartCoroutine(gameManager.messageScreen.PlayMessagePause(0, "And now to decide which\nsystem to fly to. We can\nselect any discovered\nsystem.\n\nI have already targeted\nFabris, the newly\ndiscovered system. Just\ntap the orange box and\nwe will head out."))); gameManager.messageScreen.spriteGif.sortingOrder = 104; gameManager.messageScreen.spriteMessageBox.sortingOrder = 102; gameManager.messageScreen.textMessage.GetComponent <MeshRenderer>().sortingOrder = 103; gameManager.messageScreen.textMessage2.GetComponent <MeshRenderer>().sortingOrder = 104; gameManager.messageScreen.tapToContinue.GetComponent <MeshRenderer>().sortingOrder = 104; fader.enabled = false; hanger.buttonLevelSelect[0].GetComponent <BoxCollider>().enabled = true; hanger.buttonLevelSelect[1].GetComponent <BoxCollider>().enabled = true; while (transformShip.localPosition.y < 1.55f) { if (levelOne.activeSelf) { boxColliderEnterLevel.enabled = false; spriteBox.transform.localScale = new Vector3(2.0f, 1.6f, 2.0f); spriteBox.transform.localPosition = new Vector3(-2.08f, 2.75f, 0.0f); } else { boxColliderEnterLevel.enabled = true; spriteBox.transform.localPosition = new Vector2(-0.55f, -1.4f); spriteBox.transform.localScale = new Vector2(7.0f, 4.0f); } yield return(null); } hanger.buttonLevelSelect[0].GetComponent <BoxCollider>().enabled = true; gameManager.optionsMenu.ToggleOptionMenuButton(true); Destroy(gameObject); }