public void FirstPageNext() { Debug.Log("Pressed 'Next' on page 1 of tutorial"); // Goes to page 2 currentState = TutorialStates.Page2; }
public void SecondPageBack() { Debug.Log("Pressed 'Back' on page 2 of tutorial"); // Goes to page 1 currentState = TutorialStates.Page1; }
public void ThirdPageBack() { Debug.Log("Pressed 'Back' on page 3 of tutorial"); // Goes to page 2 currentState = TutorialStates.Page2; }
private void FireComplete() { timeStateStart = Time.time; current_state = GetNextState(current_state); StartNewState(current_state); AudioControl.Instance.PlayTutorialTaskComplete(); }
public void SecondPageNext() { Debug.Log("Pressed 'Next' on page 2 of tutorial"); // Goes to page 3 currentState = TutorialStates.Page3; }
void Awake() { SetLocalizedText(); _incidentManager = GetComponent <IncidentManager>(); _tutorialState = TutorialStates.Start; NextState(); }
public void Reset() { currentTutorialState = TutorialStates.NONE; GameManager.Instance.StopAllCoroutines(); MainUIManager.Instance.decisionUiController.UnPopDecisionBox(); MainUIManager.Instance.decisionUiController.UnPopDialogueIcon(); MainUIManager.Instance.decisionUiController.UnPopGenericTapIcon(); MainUIManager.Instance.decisionUiController.UnPopTap(); }
private void PlayGameComplete() { current_state = GetNextState(current_state); StartNewState(current_state); timeStateStart = Time.time; if (OnPlayGameEnd != null) { OnPlayGameEnd(); } AudioControl.Instance.PlayTutorialTaskComplete(); }
private void PickUpToolGoToPatientComplete() { current_state = GetNextState(current_state); timeStateStart = Time.time; StartNewState(current_state); if (OnPickupToolsEnd != null) { OnPickupToolsEnd(); } AudioControl.Instance.PlayTutorialTaskComplete(); }
private void SurgeryOnPatientComplete() { timeStateStart = Time.time; current_state = GetNextState(current_state); StartNewState(current_state); if (OnSurgeryOnPatientEnd != null) { OnSurgeryOnPatientEnd(); } AudioControl.Instance.PlayTutorialTaskComplete(); }
private void WashHandsComplete() { current_state = GetNextState(current_state); StartNewState(current_state); timeStateStart = Time.time; if (OnWashingHandsEnd != null) { OnWashingHandsEnd(); } AudioControl.Instance.PlayTutorialTaskComplete(); }
private void ScareAwayBearComplete() { timeStateStart = Time.time; current_state = GetNextState(current_state); StartNewState(current_state); if (OnScareAwayBearEnd != null) { OnScareAwayBearEnd(); } AudioControl.Instance.PlayTutorialTaskComplete(); }
private void AnestheticMachineComplete() { if (OnAnestheticMachienEnd != null) { OnAnestheticMachienEnd(); } timeStateStart = Time.time; current_state = GetNextState(current_state); StartNewState(current_state); AudioControl.Instance.PlayTutorialTaskComplete(); }
// Update is called once per frame void Update() { if (currentState == TutorialStates.begin && Input.GetKeyDown (KeyCode.F)) { currentState = TutorialStates.fanUsed; this.guiText.text = "Click where you would like to place a fan. \nMove your cursor to decide the direction the fan will blow in \nClick to finalize the direction.\n The bubbles show the wind stream."; } if (currentState == TutorialStates.fanUsed && Input.GetMouseButtonDown(0)) { currentState = TutorialStates.fanPlaced; this.guiText.text = "You have a limited number of fans per level.\nPlace them carefully!"; } //enemy. }
private void NextState() { _tutorialState = _tutorialState + 1; if (_tutorialState == TutorialStates.End) { // Go back to the main game SceneManager.LoadScene(0); } else { ShowNextTip(); } }
private TutorialStates GetNextState(TutorialStates currState) { if (currState == TutorialStates.DONE) { SceneTransitionController.Instance.NextScene(); return(currState); } else { return(currState + 1); // return (TutorailStates)(((int)currState) + 1); } }
// Update is called once per frame void Update() { if (currentState == TutorialStates.first) { if(alienSprite.transform.position != toPos){ float step = 1.5f * Time.deltaTime; // Move our position a step closer to the target. alienSprite.transform.position = Vector3.MoveTowards(alienSprite.transform.position, toPos, step); }else{ alienSprite.transform.position = fromPos; currentState = TutorialStates.second; Text1.SetActive(false); Text2.SetActive(true); } }else if (TutorialStates.second == currentState){ if(alienSprite.transform.position != toPos){ doorSprite.SetActive(true); float step = 1.5f * Time.deltaTime; // Move our position a step closer to the target. alienSprite.transform.position = Vector3.MoveTowards(alienSprite.transform.position, toPos, step); }else{ currentState = TutorialStates.third; Text2.SetActive(false); Text3.SetActive(true); bubble.SetActive(true); doorSprite.SetActive(false); fan.SetActive(true); toPos = alienSprite.transform.position+new Vector3(7,0,0); time = Time.time; } }else if(currentState == TutorialStates.third){ if(Time.time - time >2){ if(alienSprite.transform.position != toPos){ float step = 1.5f * Time.deltaTime; // Move our position a step closer to the target. alienSprite.transform.position = Vector3.MoveTowards(alienSprite.transform.position, toPos, step); bubble.transform.position = Vector3.MoveTowards(bubble.transform.position, toPos, step); }else{ Application.LoadLevel(0); } } } }
private void StartNewState(TutorialStates newState) { switch (newState) { case TutorialStates.WELCOME: StartWelcome(); break; case TutorialStates.PLAY_GAME: StartPlayGame(); break; case TutorialStates.WASH_HANDS: StartWashHands(); break; case TutorialStates.PICK_UP_TOOL_GO_TO_PATIENT: StartPickUpToolGoToPatient(); break; case TutorialStates.SURGERY_ON_PATIENT: StartSurgeryOnPatient(); break; case TutorialStates.ANESTHETIC_MACHINE: StartAnestheticMachine(); break; case TutorialStates.HEART_ATTACK: StartHeartAttack(); break; case TutorialStates.FIRE: StartFire(); break; case TutorialStates.SCARE_AWAY_RACCON: StartScareAwayRaccoon(); break; case TutorialStates.SCARE_AWAY_BEAR: StartScareAwayBear(); break; } }
// Update is called once per frame void Update() { if (currentState == TutorialStates.begin && enemy.hasBubble) { currentState = TutorialStates.bubbleTrapped; this.guiText.text = "Bubbles will pop once they hit the space ship.\nOnce an alien is trapped in a bubble it can be affected by\n wind and atmosphere changes. Press 1,2,3 to control Atmosphere" ; } if(currentState == TutorialStates.bubbleTrapped && gVars.atmosphereSelected!=0){ currentState = TutorialStates.controlAtmosphere; this.guiText.text = "To win the level, you must get all the aliens to the matching coloured doors.\n You lose if you get the wrong alien to the wrong door."; } if (currentState == TutorialStates.controlAtmosphere && gVars.win) { currentState = TutorialStates.fanUsed; this.guiText.text = "Congrats! You Won!\n You can either restart the level, go to the next level,\n or go back to the main menu to select a different level."; } //enemy. }
private void stateChange() { if (enemyMage == null || enemyKnight == null) { currentTutorialState = TutorialStates.Boss; } else if (unlockedDoor.GetComponent <DoorController>().getOpen()) { currentTutorialState = TutorialStates.enemeyTypes; } else if (enemy == null) { currentTutorialState = TutorialStates.unlockedDoor; } else if (door.GetComponent <DoorController>().getOpen()) { currentTutorialState = TutorialStates.Enemy; } else if (chest.GetComponent <Chest_Controller>().getOpen()) { currentTutorialState = TutorialStates.Door; } }
private void Awake() { { currentState = TutorialStates.Page1; } }
public Tutorial(TextMeshProUGUI t) { this.text = t; state = TutorialStates.Movement; }
public void InformTutorialStart() { current_state = 0; StartNewState(current_state); }
// Use this for initialization void Start() { currentTutorialState = TutorialStates.Chest; }
public override State Run(VirusManager virusMan, EnemySpawner enSpawn, Transform player) { if (Input.GetKey(KeyCode.Tab)) { state = TutorialStates.Done; } int numberOfEnemiesAlive = enSpawn.GetNubmerOfEnemies(); switch (state) { case TutorialStates.Movement: text.text = "Movement: \nW: Forward \nA: Left \nS: Backwards \nD: Right"; if (player.position != lastPos) { lastPos = player.position; timer -= Time.deltaTime; } if (timer <= 0) { state = TutorialStates.Shooting; } break; case TutorialStates.Shooting: text.text = "Shooting: \nMouse = Aim \nLeft Click = Shoot \n\nKilling Enemey gives you Data \nKill 2 Enemies"; if (numberOfEnemiesAlive < 3) { //Select a enemy int enemyIndexToSpawn = 0; //Get a spawnOption List <int> spawnOptions = enSpawn.GetListOfValideSpawnLocations(player, 10, true); int selectedSpawnOption = spawnOptions[Random.Range(0, spawnOptions.Count)]; enSpawn.SpawnEnemy(enemyIndexToSpawn, selectedSpawnOption); } if (Statistics.INSTANCE.Kills >= 2) { state = TutorialStates.Drone; } break; case TutorialStates.Drone: text.text = "Command Drone: \n1 = Follow me \n2 = Harvest Mode \n\nIn Harvest mode it will harvest Data from nodes.\nCollect 50 Data"; if (virusMan.GetNumberOfActiveViruses() < 5) { virusMan.ActivateANode(); } if (numberOfEnemiesAlive < 2) { //Select a enemy int enemyIndexToSpawn = 0; //Get a spawnOption List <int> spawnOptions = enSpawn.GetListOfValideSpawnLocations(player, 10, true); int selectedSpawnOption = spawnOptions[Random.Range(0, spawnOptions.Count)]; enSpawn.SpawnEnemy(enemyIndexToSpawn, selectedSpawnOption); } if (Statistics.INSTANCE.TotalOfDataGatherd >= 50) { state = TutorialStates.Upgrade; } break; case TutorialStates.Upgrade: text.text = "Upgrades: \nT = Open Upgrade Page \n\n Buy 1 Upgrade"; if (Statistics.INSTANCE.BoughtUpgrades >= 1) { state = TutorialStates.Done; timer = 2; } break; case TutorialStates.Done: text.text = "Tutorial Done"; if (timer <= 0) { text.text = string.Empty; return(new LowRisk()); } timer -= Time.deltaTime; break; default: break; } return(this); }
void None() { currentState = TutorialStates.None; MovingController.changingState -= None; }
// Use this for initialization void Start() { timeStateStart = Time.time; current_state = TutorialStates.UNINITIALIZED; }