static void PlayersTurn() { TutorialUIMaster.SetContinue(false); if ((int)phase > 0) //If we are past the introduction when this method is called { if ((int)phase > 4) { SceneManager.LoadScene("TitleScreen"); } else { if (phase == T_Phases.Deploy) { d_markers.SetActive(true); } else { turn_button.interactable = true; } acceptInput = true; instance.StartCoroutine(TutorialUIMaster.MoveTextbox()); } CheckForImage(); } else { NextPhase(); //If we just finished the introduction (phase == 0), go to the next phase (Deploy). } }
static void ForwardText() { if (whichText + 1 < phaselength) { TutorialUIMaster.ChangeText((int)phase, ++whichText); if (whichText + 1 == phaselength) { TutorialUIMaster.SetContinue(true); } CheckForImage(); } }
void Update() { Debug.Log(PlayerMaster.PriorTurn); if (acceptInput) { switch (phase) { case T_Phases.Deploy: DeployMaster.SetTutorialTiles(); if (d_markers.transform.childCount == 0) { turn_button.interactable = true; } if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.Deploy()); } break; case T_Phases.Move: MoveMaster.DecideMove(); if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.Move()); } break; case T_Phases.Cannon: CannonMaster.HandleCannons(); if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.IDontHaveCannons()); } break; case T_Phases.Fight: MoveMaster.DecideMove(); if (PlayerMaster.CurrentTurn == 1) { acceptInput = false; ai_turn = true; instance.StartCoroutine(TutorialAI.Move()); } break; default: Debug.Log("Default"); break; } } if (ai_turn) { if (PlayerMaster.CurrentTurn == 0) { ai_turn = false; TutorialUIMaster.c_bool = false; TutorialUIMaster.SetContinue(false); NextPhase(); instance.StartCoroutine(TutorialUIMaster.MoveTextbox()); } } }