public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoArea, host._logo, ScaleMode.ScaleToFit);

                GUI.Label(host._textArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + ">The last advice for you is: you really, really, REALLY should read the documentation " +
                          "to get a full guide and a deep look into this software.\n\nDocumentation contains a lot of useful information and explanations about this tools and best practices!\n" +
                          "Also, I wrote it with love: don't disappoint me! :)</color>", host._style);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.Label(host._firstBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + ">Just place your built Launcher in the \"Updater\" folder, set a name for the archive, " +
                          "the compression level and hit the <i>\"Build Launcher update\"</i> button. Your update for your Launcher is ready!</color>", host._style);
                GUI.DrawTexture(host._secondBoxArea, host._launcherImage2, ScaleMode.ScaleToFit);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoArea, host._logo, ScaleMode.ScaleToFit);

                GUI.Label(host._textArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + ">Hey! It seems like this is your first time here, so: welcome in PATCH!\n\n" +
                          "I prepared a little tutorial to help you getting started with it. I don't want to be boring, so let's go: I hope you enjoy this tour!\n\n" +
                          "Click on the \"Next\" button or on \"Skip tutorial\" if you don't need it!</color>", host._style);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoArea, host._logo, ScaleMode.ScaleToFit);

                GUI.Label(host._textArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + ">This journey through PATCH's features is finally at its end!\n" +
                          "I want to thank you for your patience and I hope you are not too much confused.\n" +
                          "Also, remember that you can contact me to report problems or to ask for help!\n" +
                          "Now it's time for me to leave and let you alone with your new, shining PATCH! Have fun and enjoy it! :)</color>", host._style);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.DrawTexture(host._firstBoxArea, host._optionsImage, ScaleMode.ScaleToFit);

                GUI.Label(host._secondBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + "><b>Options</b>\n\nOptions tab contains all options and settings for this Admin Tool: " +
                          "they only influence its behavior. Also, here you can find the button to relaunch this tutorial! I know you're happy now! :D</color>", host._style);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.DrawTexture(host._firstBoxArea, host._launcherImage, ScaleMode.ScaleToFit);

                GUI.Label(host._secondBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + "><b>Launcher</b>\n\nYou may need to publish updates not only for your game, but for your Launcher too." +
                          "That's really important to fix bugs or to extend Launcher's functionalities over time.</color>", host._style);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.DrawTexture(host._firstBoxArea, host._patchesImage2, ScaleMode.ScaleToFit);

                GUI.Label(host._secondBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + ">Patches generation is really straightforward: just select game builds (PATCH automatically " +
                          "selects current one and previous one), the compression level and press the button! You did it! :)</color>", host._style);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.Label(host._firstBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + "><b>Patches</b>\n\nA patch is the second main unit in PATCH's workflow. It represents " +
                          "the binary difference between two builds.\nThis concept is really important: it allows you to publish small updates for your game. It is a lot more convenient than downloading the whole new build everytime!\n" +
                          "To start using this tool, you must have at least two builds: then you will be able to generate the patch!</color>", host._style);
                GUI.DrawTexture(host._secondBoxArea, host._patchesImage, ScaleMode.ScaleToFit);
            }
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.DrawTexture(host._firstBoxArea, host._buildsImage2, ScaleMode.ScaleToFit);

                GUI.Label(host._secondBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + ">In the Builds tab - after you placed your built game in the correct folder - you can create your first PATCH " +
                          "build by pressing the <i>\"Build new version\"</i> button.\n<i>\"Release type\"</i> regulates the versioning number of your next build: you can read more about it in the doc.</color>", host._style);
            }
示例#10
0
            public override void Render(PatchTutorial host)
            {
                GUI.DrawTexture(host._logoTopArea, host._logo, ScaleMode.ScaleToFit);

                GUI.Label(host._firstBoxArea, "<color=" + ThemeHelper.ConvertToStringFormat(ThemeHelper.TextColor) + "><b>Builds</b>\n\nA build is one of the main units in PATCH's workflow. It represents your" +
                          " game's current state.\nPATCH's engine performs some computations on your game to generate all needed metadata, packages and version files. " +
                          "To start using this tool, you need to build your game and place it in <i>\"" + ((AdminWindow)host.Host.CurrentWindow).AdminSettings.ApplicationFolderName + "\"</i> folder, under the PATCH's workspace.\n\n" +
                          "You're ready to start now!</color>", host._style);
                GUI.DrawTexture(host._secondBoxArea, host._buildsImage, ScaleMode.ScaleToFit);
            }
示例#11
0
 public abstract void Render(PatchTutorial host);