private IEnumerator ThreadSpotted() { enableDialogue(); //A spool? while (GameController_v7.Instance.GetDialogueManager().IsDialogueBoxPlaying()) { disablePlayerControls(); yield return(null); } EnablePlayerControls(); while (!pickupThread.IsTaken()) { yield return(null); } enableDialogue(); //show something cool while (GameController_v7.Instance.GetDialogueManager().IsDialogueBoxPlaying()) { disablePlayerControls(); yield return(null); } EnablePlayerControls(); }
private IEnumerator HammerSighted() { playerAttack.SetHasHammer(false); enableDialogue(); //Spotted Hammer while (GameController_v7.Instance.GetDialogueManager().IsDialogueBoxPlaying()) { disablePlayerControls(); yield return(null); } // ToggleMobileUI (true); // GameController_v7.Instance.GetMobileUIManager().ToggleMobileControls(true); // playerController.canMove (true); // playerAttack.canAttack (true); EnablePlayerControls(); bool interacted = false; while (!interacted) { //if the needle is still in the world, interacted is false // if (!pickupObject.pickup.activeInHierarchy) { if (pickupObject.IsTaken()) { interacted = true; // disable pickup needle hint // pickupObject.gameObject.GetComponentInChildren<FloatingButtonHint>().isTangible = false; } yield return(null); } enableDialogue(); // We might use it on obstacles // Hammer also has sky fragment while (GameController_v7.Instance.GetDialogueManager().IsDialogueBoxPlaying()) { disablePlayerControls(); yield return(null); } EnablePlayerControls(); //Switch weapons hint GameController_v7.Instance.GetDialogueManager().DisplayMessage(DialogueManager_v2.DialogueType.HINT, dialogues, null); // ToggleMobileUI (true); // playerController.canMove (true); // playerAttack.canAttack (true); while (!playerAttack.UsingHammer()) { yield return(null); } GameController_v7.Instance.GetDialogueManager().HintSuccess(); StartCoroutine(EnemySighted()); }
private IEnumerator InteractionTutorial() { bool interacted = false; if (!playerController.m_FacingRight) { playerController.Flip(); } enableDialogue(); //Spot Needle while (GameController_v7.Instance.GetDialogueManager().IsDialogueBoxPlaying()) { disablePlayerControls(); yield return(null); } //Hint to move towards needle GameController_v7.Instance.GetDialogueManager().DisplayMessage(DialogueManager_v2.DialogueType.HINT, dialogues, null); ToggleMobileUI(true); playerController.canMove(true); while (!interacted) { //if the needle is still in the world, interacted is false // if (!pickupObject.pickup.activeInHierarchy) { if (pickupObject.IsTaken()) { interacted = true; // disable pickup needle hint GameObject.Find("Hint_Needle").GetComponentInChildren <FloatingButtonHint>().isTangible = false; } yield return(null); } StartCoroutine(NeedleTutorial()); }