IEnumerator TutorialPart2() { generator.ClearWords(); GameLogger.Clear(); GameManager.Instance.blockInput = true; GameLogger.Log("<color=yellow>Good job.</color>"); yield return(new WaitForSeconds(2)); GameLogger.Log("<color=yellow>As you see, this didn't do anything, it just ended your turn.</color>"); yield return(new WaitForSeconds(3)); GameLogger.Log("<color=yellow>However, it's more interesting when you can combine this letters into something new.</color>"); yield return(new WaitForSeconds(3)); GameLogger.Log("<color=yellow>From now on, this word will be in the bottom right corner, and it will fill up as you do other actions.</color>"); nothingWordContainer.transform.parent.gameObject.SetActive(true); GameManager.Instance.nothingWordContainer = nothingWordContainer.GetComponent <WordContainer>(); yield return(new WaitForSeconds(3)); GameLogger.Log("<color=yellow>Okay, now try defeating this training dummy...</color>"); yield return(new WaitForSeconds(3)); GameLogger.Log("<color=yellow>Remember, when you're done with the words you can fill up, end your turn by doing \"nothing\".</color>"); yield return(new WaitForSeconds(3)); GameLogger.Log("<color=yellow>Good luck!</color>"); yield return(new WaitForSeconds(4)); GameLogger.Clear(); GameManager.Instance.currentEnemyEntity.OnDeath += OnDummyDead; GameManager.Instance.TutNextTurn(); generator.GenerateWords(); GameManager.Instance.blockInput = false; }
IEnumerator WaitForExit() { GameLogger.Clear(); GameLogger.Log("<color=yellow>Thanks for playing Word Wielding! I hope you had fun and remember to rate the game!</color>"); yield return(new WaitForSeconds(5)); Application.Quit(); }
private void OnDummyDead() { GameManager.Instance.blockInput = true; GameLogger.Clear(); generator.ClearWords(); generator.Words = part3Words; generator.numberToGenerate = 1; nothingWordContainer.transform.parent.gameObject.SetActive(false); StartCoroutine(TutorialPart3()); }
IEnumerator WaitForEnemy() { yield return(new WaitForSeconds(3)); GameLogger.Clear(); if (enemies.Count != 0) { GameObject randomEnemy = enemies[UnityEngine.Random.Range(0, enemies.Count)]; currentEnemyEntity = Instantiate(randomEnemy).GetComponent <Entity>(); currentEnemyEntity.name = randomEnemy.name; GameLogger.Log("<color=yellow>You face a terrifying</color> <color=red>" + currentEnemyEntity.name + "</color><color=yellow>!</color>"); enemyInfo.SetNewEnemy(currentEnemyEntity); enemyHealthIndicator.trackingEntity = currentEnemyEntity; NewTurn(); } else { TutNextTurn(); } }