private IEnumerator RunTutorial() { ObjectiveTracker ot = UIManager.GetMenu <ObjectiveTracker>(); Inventory inventory = UIManager.GetMenu <Inventory>(); FadeMenu fm = UIManager.GetMenu <FadeMenu>(); SoundManager sm = GameManager.Get <SoundManager>(); waypointManager.Huds[0].m_Target = null; waypointManager.Huds[1].m_Target = null; waypointManager.Huds[2].m_Target = null; const float delayTime = 4f; fm.Fade(5f, Color.black, Color.clear, true); yield return(new WaitForSeconds(3f)); // //look around sm.Play(START_MUSIC); sm.Play(WIND_EFFECT); ShowObjective(ot, "Yes! I got it activated!"); sm.Play(JENN_ACTIVATED); StartCoroutine(GlitchOut()); yield return(new WaitForSeconds(delayTime)); // //look around ShowObjective(ot, "Can you look around?"); sm.Play(JENN_LOOKAROUND); while (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0 || proceed) { yield return(null); } yield return(new WaitForSeconds(delayTime)); if (fm.IsActive) { fm.Close(); } // //See that rover ShowObjective(ot, "Your wheels seem a bit damaged"); sm.Play(JENN_DAMAGEWHEELS); yield return(new WaitForSeconds(delayTime)); ShowObjective(ot, "See that rover?"); sm.Play(JENN_SEEROVER); waypointManager.Huds[0].m_Target = questWaypoints[0]; yield return(new WaitForSeconds(delayTime)); // //Take its wheels ShowObjective(ot, "Take its wheels"); sm.Play(JENN_EQUIPWHEELS); yield return(new WaitForSeconds(delayTime)); while (inventory.GetIngredientAmount(wheels) == 0) { yield return(null); } // //inventory ShowObjective(ot, "Good, now equip them from the (i)nventory"); yield return(new WaitForSeconds(delayTime)); while (inventory.GetIngredientAmount(wheels) != 0) { yield return(null); } // //Find the lift ShowObjective(ot, "Ok, now find the lift"); sm.Play(JENN_FINDLIFT); waypointManager.Huds[0].m_Target = questWaypoints[1]; while (!proceed) { yield return(null); } proceed = false; yield return(new WaitForSeconds(delayTime)); // //Fix it ShowObjective(ot, "Console looks damaged."); sm.Play(JENN_CONSOLEDAMAGED); yield return(new WaitForSeconds(delayTime)); // //get wires ShowObjective(ot, "You'll need wires to proceed. Try to scavenge them from that scrapped pod you passed."); sm.Play(JENN_SCAVENGEWIRES); waypointManager.Huds[0].m_Target = questWaypoints[2]; yield return(new WaitForSeconds(delayTime)); while (inventory.GetIngredientAmount(wires) <= 6) { yield return(null); } proceed = false; /// //fix it ShowObjective(ot, "Excellent, now fix the lift and ascend"); sm.Play(JENN_FIXLIFT); waypointManager.Huds[0].m_Target = questWaypoints[1]; while (!proceed) { yield return(null); } yield return(new WaitForSeconds(delayTime)); proceed = false; // //Compliment ShowObjective(ot, "That's a good rover"); waypointManager.Huds[0].m_Target = null; sm.Play(JENN_GOODROVER); yield return(new WaitForSeconds(delayTime)); // //exposition ShowObjective(ot, "My boss told me not to power you on"); yield return(new WaitForSeconds(delayTime)); ShowObjective(ot, "But I need to find out what happened to my friends on the planet."); yield return(new WaitForSeconds(delayTime)); StartCoroutine(RunShelfQuest()); }
private IEnumerator RunTunnels() { ObjectiveTracker ot = UIManager.GetMenu <ObjectiveTracker>(); Inventory inventory = UIManager.GetMenu <Inventory>(); SoundManager sm = GameManager.Get <SoundManager>(); const float delayTime = 4f; // //ive been waiting while (!proceed) { yield return(null); } sm.Play(TUNNEL_MUSIC); StartCoroutine(GlitchOut()); ShowObjective(ot, "I've been waiting for you", false); yield return(new WaitForSeconds(delayTime)); // //cant always trust ShowObjective(ot, "You can't always trust what the voices in your head say", false); yield return(new WaitForSeconds(delayTime)); // //trust me ShowObjective(ot, "You can trust me though", false); yield return(new WaitForSeconds(delayTime)); // //find the crystal ShowObjective(ot, "Find the power crystal for the teleporter", false); yield return(new WaitForSeconds(delayTime)); // //in here somewhere ShowObjective(ot, "It's in here somewhere", false); while (!proceed) { yield return(null); } proceed = false; yield return(new WaitForSeconds(delayTime)); // //take it ShowObjective(ot, "Take it, and go back to the teleporter", false); while (inventory.GetIngredientAmount(powerCrystal) == 0) { yield return(null); } yield return(new WaitForSeconds(delayTime)); // //they are back ShowObjective(ot, "Looks like your human is back", false); yield return(new WaitForSeconds(delayTime)); // //they are back ShowObjective(ot, "Its been lonely since I lost contact with them", false); yield return(new WaitForSeconds(delayTime)); proceed = false; // //they are back ShowObjective(ot, "Now go back, I'll be watching", false); tunnelExitObjective.SetActive(true); yield return(new WaitForSeconds(delayTime)); while (!proceed) { yield return(null); } proceed = false; // //you came back ShowObjective(ot, "You came back! and you have the power crystal"); yield return(new WaitForSeconds(delayTime)); // //you came back ShowObjective(ot, "I was worried when I came back and there was no signal"); yield return(new WaitForSeconds(delayTime)); // //plug it into the teleporter ShowObjective(ot, "Plug it into the teleporter and lets get you out of that crater."); while (!proceed) { yield return(null); } proceed = false; // //plug it into the teleporter ShowObjective(ot, "You're going to be the one to find the missing colonists"); }