public void IntoTutorialFightMatch(BattleType type, TutorialStage stage) { DataManager dataManager = DataManager.GetInstance(); dataManager.SetBattleType(type, false); dataManager.SetTutorialStage(stage); dataManager.SimulatePVEData(type); SetTutorialBattleData(); SceneManager.LoadSceneAsync("Loading"); }
private void OnEnterSence() { GameObject.Destroy(gameObject); if (battleType == BattleType.Tutorial) { PVE.TutorialModeManager.TutorialModeStage currentTurorialStage = DataManager.GetInstance().GetTutorialStage(); if (currentTurorialStage == PVE.TutorialModeManager.TutorialModeStage.NormallyControlOperation_Stage) { MessageDispatcher.PostMessage(Constants.MessageType.OpenNewbieGuide, 0, 3); } else if (currentTurorialStage == PVE.TutorialModeManager.TutorialModeStage.BuildingControlOperation_Stage) { MessageDispatcher.PostMessage(Constants.MessageType.OpenNewbieGuide, 0, 2); } } }
//TODO:If have time need create new map data, move these value. Dwayne. #region Tutorial Functions public Vector2 GetTutorialCameraPos(TutorialStage stage, int index) { if (stage == TutorialStage.NormallyControlOperation_Stage) { if (index == 1) { return(normallyControlOperation_Stage_StartPos); } else if (index == 2) { return(normallyControlOperation_Stage_GenerateDollUnitPos); } else { DebugUtils.LogError(DebugUtils.Type.Tutorial, string.Format("Can't find this index {0}", index)); return(Vector2.zero); } } else if (true) { DebugUtils.Log(DebugUtils.Type.Tutorial, "Now just have normallyControlOperation_Stage camera pos."); return(Vector2.zero); } }
public void SetTutorialStage(TutorialStage stage) { this.tutorialStage = stage; }
public void Open(object index, object lastIndex) { currentModeStage = DataManager.GetInstance().GetTutorialStage(); controler.OnShowNewbieUI((int)index, (int)lastIndex); }
private void TutorialModeReady(object mode, object firstFormations, object secondFormations) { currentTutorialMode = (TutorialModeStage)mode; this.firstFormations = (List <Vector3>)firstFormations; this.secondFormations = (List <Vector3>)secondFormations; }