public void BeginTutorial() { //turn everything off to start UpdateAllNonTutorialRaycastTarget(false); UpdateAllNonTutorialAlpha(MIN_ALPHA); //instance first tutorial stage m_CurrentTutorial = Instantiate(m_TutorialStages[0].prefab, gameObject.transform).GetComponent <TutorialStageBehavior>(); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //2 = nextframe button if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(2)) { return(tb.m_ButtonPressCounts[2] >= 7); } return(false); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //10 = new ruleset if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(10)) { return(tb.m_ButtonPressCounts[10] >= 1); } return(false); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //11 = customize color if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(11)) { return(tb.m_ButtonPressCounts[11] >= 1); } return(false); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //8 = {ruleset> & ruleset<} if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(8)) { return(tb.m_ButtonPressCounts[8] >= 2); } return(false); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //if clearto color has been changed AND //once clearto-any has been executed once // 0 = clearboardcolor button, 1 = clearboard button if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(0) && tb.m_ButtonPressCounts.ContainsKey(1)) { return(tb.m_ButtonPressCounts[0] >= 1 && tb.m_ButtonPressCounts[1] >= 1 && TutorialManager.Instance.b_HasEverClearedToAny); } return(false); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //if has zoomed in and out a few times //and we're simulating //6 = {zoom in & zoom out} if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(6)) { return(tb.m_ButtonPressCounts[6] >= 3); } return(false); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { //if SIMULATE has been pressed and FPS+ has been changed and FPS- has been changed and issimulating // 3 = simulate, 4 = {FPS+ & FPS-} if (tb != null && tb.m_ButtonPressCounts != null && tb.m_ButtonPressCounts.ContainsKey(3) && tb.m_ButtonPressCounts.ContainsKey(4)) { return((tb.m_ButtonPressCounts[3] > 0) && tb.m_ButtonPressCounts[4] >= 2 && WindowManager.Instance.IsSimulating); } return(false); }
private System.Collections.IEnumerator AdvanceTutorialStageAfterFrame() { yield return(null); yield return(null); m_CurrentStage += 1; if (m_CurrentStage < m_TutorialStages.Count) { //instance current tutorial stage m_CurrentTutorial = Instantiate(m_TutorialStages[m_CurrentStage].prefab, gameObject.transform).GetComponent <TutorialStageBehavior>(); } else { //end tutorial EndTutorial(); } StopCoroutine("AdvanceTutorialStageAfterFrame"); }
public virtual bool CanAdvanceStage(TutorialStageBehavior tb = null) { return(true); }
public override bool CanAdvanceStage(TutorialStageBehavior tb = null) { return(WindowManager.Instance.m_CellGrid.m_CellGrid.GetAntiColorCount(WindowManager.Instance.GetClearToColor()) > 36); }