//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* Derived Method: On Trigger
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    protected override void OnTrigger()
    {
        base.OnTrigger();

        if (m_rTutorialManager != null)
        {
            SettingsMenuManager.Close();
            m_rTutorialManager.BeginTutorial(m_iTutorialStartPointID);
        }
    }
Exemplo n.º 2
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Show Subscene
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    public void ShowSubscene()
    {
#if URDU_LANGUAGE_ONLY
        CheckForAdOK();
#endif

        if (m_rAssignedSubsceneTutorial != null && !m_rAssignedSubsceneTutorial.HasCompletedTutorial)
        {
            m_rAssignedSubsceneTutorial.BeginTutorial(m_iTutorialStartPoint);
        }

        if (!TutorialManager_Base.TutorialOpened)
        {
            ShowSceneVignette();
            PlaySceneBGM();
        }

        if (m_rStartSceneObjectTransitionAnimation != null)
        {
            m_rStartSceneObjectTransitionAnimation.Reveal();
            SetCurrentSceneObject(m_rStartSceneObjectTransitionAnimation);
        }

        IsSceneActive = true;
        GameManager.CurrentSubscene = this;

        // Assign Self to the exit buttons. If clicked, the exit button instance will call the 'disappear' function.
        for (int i = 0; i < m_arExitButtons.Length; ++i)
        {
            if (m_arExitButtons[i] != null)
            {
                m_arExitButtons[i].gameObject.SetActive(true);
                m_arExitButtons[i].enabled = true;
            }
        }
    }