Post Jam updates (Fullscreen, Demo Mode, Calm the AI down)
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@ -19,12 +19,12 @@ public class Tutorial : MonoBehaviour {
|
||||||
public GameBoard board;
|
public GameBoard board;
|
||||||
|
|
||||||
void Drop() => board.board = board.DropNow(board.board);
|
void Drop() => board.board = board.DropNow(board.board);
|
||||||
WaitUntil UntilDrop() => new WaitUntil(()=>board.delayState.Equals(GameBoard.DelayState.None));
|
WaitUntil UntilDrop() => new WaitUntil(() => board.delayState.Equals(GameBoard.DelayState.None));
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start() {
|
void Start() {
|
||||||
board.Setup();
|
board.Setup();
|
||||||
board.StartGame();
|
board.StartGame();
|
||||||
board.AIEnabled = true; // Disable player input on the board
|
board.AIEnabled = true; // Disable player input on the board
|
||||||
tutorialText = GetComponent<TMP_Text>();
|
tutorialText = GetComponent<TMP_Text>();
|
||||||
|
|
||||||
|
@ -35,7 +35,7 @@ public class Tutorial : MonoBehaviour {
|
||||||
|
|
||||||
IEnumerator TutorialRoutine() {
|
IEnumerator TutorialRoutine() {
|
||||||
board.board = BoardStateExtension.Initialize();
|
board.board = BoardStateExtension.Initialize();
|
||||||
board.nextPair = (new TileInfo(TileKind.Block,TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||||
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||||
|
|
||||||
SetText("TUTORIAL_INTRO", "Welcome to Touhou: Luminous Strike!");
|
SetText("TUTORIAL_INTRO", "Welcome to Touhou: Luminous Strike!");
|
||||||
|
@ -72,7 +72,7 @@ public class Tutorial : MonoBehaviour {
|
||||||
|
|
||||||
SetText("TUTORIAL_COLORS", "But of course, lanterns come in a variety of colors");
|
SetText("TUTORIAL_COLORS", "But of course, lanterns come in a variety of colors");
|
||||||
activePatchyNumber = 1;
|
activePatchyNumber = 1;
|
||||||
for(int i = 0; i < GameBoard.COLUMN; ++i) {
|
for (int i = 0; i < GameBoard.COLUMN; ++i) {
|
||||||
bs[i].AddRange(new[] {
|
bs[i].AddRange(new[] {
|
||||||
new TileInfo(TileKind.Block, TileColor.Red),
|
new TileInfo(TileKind.Block, TileColor.Red),
|
||||||
new TileInfo(TileKind.Block, TileColor.Blue),
|
new TileInfo(TileKind.Block, TileColor.Blue),
|
||||||
|
@ -144,7 +144,7 @@ public class Tutorial : MonoBehaviour {
|
||||||
yield return new WaitForSeconds(2f);
|
yield return new WaitForSeconds(2f);
|
||||||
SetText("TUTORIAL_EXTRA", "Lanterns always come in pairs, but you can swap with the next pair by pressing [Z]");
|
SetText("TUTORIAL_EXTRA", "Lanterns always come in pairs, but you can swap with the next pair by pressing [Z]");
|
||||||
activePatchyNumber = 3;
|
activePatchyNumber = 3;
|
||||||
for(int i = 0; i < 5; ++i) {
|
for (int i = 0; i < 5; ++i) {
|
||||||
board.SwapTiles();
|
board.SwapTiles();
|
||||||
yield return new WaitForSeconds(1f);
|
yield return new WaitForSeconds(1f);
|
||||||
}
|
}
|
||||||
|
@ -160,7 +160,7 @@ public class Tutorial : MonoBehaviour {
|
||||||
|
|
||||||
activePatchyNumber = 3;
|
activePatchyNumber = 3;
|
||||||
SetText("TUTORIAL_EXTRA3", "Finally, be cautious, as if your board fills up, it will collapse and you will lose.");
|
SetText("TUTORIAL_EXTRA3", "Finally, be cautious, as if your board fills up, it will collapse and you will lose.");
|
||||||
for(int i = 0; i < 12; ++i) {
|
for (int i = 0; i < 12; ++i) {
|
||||||
yield return new WaitForSeconds(0.15f);
|
yield return new WaitForSeconds(0.15f);
|
||||||
for (int j = 0; j < GameBoard.COLUMN; ++j) {
|
for (int j = 0; j < GameBoard.COLUMN; ++j) {
|
||||||
yield return new WaitForSeconds(0.05f);
|
yield return new WaitForSeconds(0.05f);
|
||||||
|
@ -168,7 +168,7 @@ public class Tutorial : MonoBehaviour {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
board.Clear();
|
board.Clear();
|
||||||
|
|
||||||
yield return new WaitForSeconds(5f);
|
yield return new WaitForSeconds(5f);
|
||||||
activePatchyNumber = 1;
|
activePatchyNumber = 1;
|
||||||
|
|
|
@ -0,0 +1,25 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class FullscreenToggler : MonoBehaviour {
|
||||||
|
public Sprite Fullscreen, Window;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start() {
|
||||||
|
GetComponent<Button>().onClick.AddListener(onButtonClick);
|
||||||
|
}
|
||||||
|
|
||||||
|
void onButtonClick() {
|
||||||
|
Screen.fullScreen = !Screen.fullScreen;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update() {
|
||||||
|
bool state = Screen.fullScreen;
|
||||||
|
|
||||||
|
var img = GetComponent<Image>().sprite = state ? Fullscreen : Window;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
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|
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|
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|
MonoImporter:
|
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|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
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|
assetBundleVariant:
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|
@ -141,8 +141,11 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
Combo = 0;
|
Combo = 0;
|
||||||
|
|
||||||
ApplyTrash();
|
ApplyTrash();
|
||||||
|
|
||||||
|
|
||||||
delayState = DelayState.None;
|
delayState = DelayState.None;
|
||||||
|
|
||||||
|
UpdateNow();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
|
@ -172,8 +175,11 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
} else {
|
} else {
|
||||||
timeInState = airCollapseTime; // instant
|
timeInState = airCollapseTime; // instant
|
||||||
}
|
}
|
||||||
lastState = DelayState.Collapse;
|
|
||||||
|
lastState = DelayState.Collapse;
|
||||||
delayState = DelayState.Collapse;
|
delayState = DelayState.Collapse;
|
||||||
|
|
||||||
|
UpdateNow();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -194,6 +200,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
if (timeInState > AutoDeathTime) {
|
if (timeInState > AutoDeathTime) {
|
||||||
if (dangerLevel > ROW) {
|
if (dangerLevel > ROW) {
|
||||||
ApplyTrash();
|
ApplyTrash();
|
||||||
|
UpdateNow();
|
||||||
} else {
|
} else {
|
||||||
timeInState = 0; // Reset the time in state before we check autodeath again
|
timeInState = 0; // Reset the time in state before we check autodeath again
|
||||||
}
|
}
|
||||||
|
|
|
@ -43,7 +43,11 @@ public class GameBoardInstance : MonoBehaviour {
|
||||||
player1.Stop();
|
player1.Stop();
|
||||||
player2.Stop();
|
player2.Stop();
|
||||||
|
|
||||||
StartCoroutine(EndGameTimer(5f));
|
if (wasInDemo) {
|
||||||
|
ExitGame(true);
|
||||||
|
} else {
|
||||||
|
StartCoroutine(EndGameTimer(5f));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} else if (state == GameState.Continue){
|
} else if (state == GameState.Continue){
|
||||||
var response = -1;
|
var response = -1;
|
||||||
|
@ -92,7 +96,7 @@ public class GameBoardInstance : MonoBehaviour {
|
||||||
player2.Clear();
|
player2.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetupGame(){
|
public void SetupGame(bool asDemo = false){
|
||||||
System.Action callback;
|
System.Action callback;
|
||||||
|
|
||||||
ClearGame();
|
ClearGame();
|
||||||
|
@ -111,6 +115,9 @@ public class GameBoardInstance : MonoBehaviour {
|
||||||
player2.authorityID = -1;
|
player2.authorityID = -1;
|
||||||
|
|
||||||
callback = StartSinglePlayer;
|
callback = StartSinglePlayer;
|
||||||
|
if (asDemo) callback = StartDemo;
|
||||||
|
// why isn't this legal???
|
||||||
|
//callback = asDemo ? StartDemo : StartSinglePlayer;
|
||||||
}
|
}
|
||||||
|
|
||||||
player1.Setup();
|
player1.Setup();
|
||||||
|
@ -153,16 +160,33 @@ public class GameBoardInstance : MonoBehaviour {
|
||||||
Rematch.Instance.Setup();
|
Rematch.Instance.Setup();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static bool wasInDemo = false;
|
||||||
private void StartSinglePlayer(){
|
private void StartSinglePlayer(){
|
||||||
player1.StartGame();
|
player1.StartGame();
|
||||||
player2.StartGame();
|
player2.StartGame();
|
||||||
player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
|
//player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
|
||||||
}
|
player2.StartAI(new[] { 2f, 0.5f, 0.2f, 0f }[AIDifficulty]);
|
||||||
|
|
||||||
private void StartMultiPlayer(){
|
wasInDemo = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
[ContextMenu("Start Demo")]
|
||||||
|
private void StartDemo() {
|
||||||
|
player1.StartGame();
|
||||||
|
player2.StartGame();
|
||||||
|
player1.StartAI(Random.value * 0.4f);
|
||||||
|
player2.StartAI(Random.value * 0.4f);
|
||||||
|
|
||||||
|
wasInDemo = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StartMultiPlayer(){
|
||||||
player1.StartGame();
|
player1.StartGame();
|
||||||
player2.StartGame();
|
player2.StartGame();
|
||||||
}
|
|
||||||
|
wasInDemo = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
public void ExitGame(bool force = false){
|
public void ExitGame(bool force = false){
|
||||||
if (gameActive || force){
|
if (gameActive || force){
|
||||||
|
|
|
@ -23,6 +23,7 @@ public class GameBoardRender : MonoBehaviour {
|
||||||
[Header("Extra")]
|
[Header("Extra")]
|
||||||
public TileRender place1;
|
public TileRender place1;
|
||||||
public TileRender place2;
|
public TileRender place2;
|
||||||
|
public TileRender place1a, place2a; // Ghost tile display
|
||||||
public TileRender place3, place4; // Next tile display
|
public TileRender place3, place4; // Next tile display
|
||||||
|
|
||||||
public SimpleAnimationLoop[] characterAnimations;
|
public SimpleAnimationLoop[] characterAnimations;
|
||||||
|
@ -124,9 +125,15 @@ public class GameBoardRender : MonoBehaviour {
|
||||||
place1 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
place1 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||||
place2 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
place2 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||||
|
|
||||||
|
place1a = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||||
|
place2a = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||||
|
|
||||||
place3 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
place3 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||||
place4 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
place4 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||||
|
|
||||||
|
place1a.transform.localPosition = Vector3.zero;
|
||||||
|
place2a.transform.localPosition = Vector3.zero;
|
||||||
|
|
||||||
place1.transform.localPosition = Vector3.zero;
|
place1.transform.localPosition = Vector3.zero;
|
||||||
place2.transform.localPosition = Vector3.zero;
|
place2.transform.localPosition = Vector3.zero;
|
||||||
place3.transform.localPosition = Vector3.zero;
|
place3.transform.localPosition = Vector3.zero;
|
||||||
|
@ -220,6 +227,8 @@ public class GameBoardRender : MonoBehaviour {
|
||||||
public void ClearPlacement(){
|
public void ClearPlacement(){
|
||||||
place1.ClearDisplay();
|
place1.ClearDisplay();
|
||||||
place2.ClearDisplay();
|
place2.ClearDisplay();
|
||||||
|
place1a.ClearDisplay();
|
||||||
|
place2a.ClearDisplay();
|
||||||
place3.ClearDisplay();
|
place3.ClearDisplay();
|
||||||
place4.ClearDisplay();
|
place4.ClearDisplay();
|
||||||
}
|
}
|
||||||
|
@ -237,6 +246,35 @@ public class GameBoardRender : MonoBehaviour {
|
||||||
|
|
||||||
place1.SetDisplay(left, left.color, left.kind);
|
place1.SetDisplay(left, left.color, left.kind);
|
||||||
place2.SetDisplay(right, right.color, right.kind);
|
place2.SetDisplay(right, right.color, right.kind);
|
||||||
|
|
||||||
|
int min = Mathf.Min(leftPosition.x, rightPosition.x), max = Mathf.Max(rightPosition.x, leftPosition.x);
|
||||||
|
if (min >= 0 && max < GameBoard.COLUMN) {
|
||||||
|
int leftHeight = board.board[leftPosition.x].Count;
|
||||||
|
int rightHeight = board.board[rightPosition.x].Count;
|
||||||
|
|
||||||
|
switch(board.playerRotation) {
|
||||||
|
case 3:
|
||||||
|
leftHeight += 1;
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
rightHeight += 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
place1a.transform.localPosition = new Vector3(leftPosition.x * width, leftHeight * height);
|
||||||
|
place2a.transform.localPosition = new Vector3(rightPosition.x * width, rightHeight * height);
|
||||||
|
|
||||||
|
place1a.SetDisplay(left.color, left.kind);
|
||||||
|
place2a.SetDisplay(right.color, right.kind);
|
||||||
|
|
||||||
|
var fade = new Color(1, 1, 1, board.delayState.Equals(GameBoard.DelayState.None) ? 0.5f : 0.0f);
|
||||||
|
|
||||||
|
place1a.renderer.color = fade;
|
||||||
|
place2a.renderer.color = fade;
|
||||||
|
} else {
|
||||||
|
place1a.ClearDisplay();
|
||||||
|
place2a.ClearDisplay();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RebuildStack(Transform root, TileList tiles){
|
void RebuildStack(Transform root, TileList tiles){
|
||||||
|
|
|
@ -8782,8 +8782,8 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 98.7, y: -48.3}
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m_AnchoredPosition: {x: 58, y: -48.3}
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m_SizeDelta: {x: 38.67, y: 32.36}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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CanvasRenderer:
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CanvasRenderer:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -14974,8 +14976,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 56.870075, y: -48.299988}
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m_AnchoredPosition: {x: 22.13003, y: -48.299988}
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m_SizeDelta: {x: 38.67, y: 32.36}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -15003,7 +15005,8 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_OnClick:
|
||||||
|
m_PersistentCalls:
|
||||||
|
m_Calls: []
|
||||||
|
--- !u!114 &4909875804616707824
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 5642264247351026407}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: bd8ec73c712204645877689af899e16f, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
Fullscreen: {fileID: 3330059195138927908, guid: 8fcdefe117c22b0418ec8c587a2b7601,
|
||||||
|
type: 3}
|
||||||
|
Window: {fileID: 465436041436826799, guid: 0bfd909715d8ed343a18a1e0d0eaef05, type: 3}
|
||||||
--- !u!1 &5873550528272711806
|
--- !u!1 &5873550528272711806
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
|
@ -109,6 +109,8 @@ public class GameTransition : MonoBehaviour {
|
||||||
private bool prevState;
|
private bool prevState;
|
||||||
private bool curState;
|
private bool curState;
|
||||||
|
|
||||||
|
public float timeSinceInputOnRoot = 0f;
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
|
|
||||||
// obscure fix to input field + esc
|
// obscure fix to input field + esc
|
||||||
|
@ -148,7 +150,21 @@ public class GameTransition : MonoBehaviour {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (state == GameState.Menu) {
|
||||||
|
timeSinceInputOnRoot += Time.deltaTime;
|
||||||
|
|
||||||
|
if (timeSinceInputOnRoot > 15) {
|
||||||
|
//state = GameState.SinglePlayer;
|
||||||
|
GameBoardInstance.instance.SetupGame(true);
|
||||||
|
Debug.Log("Starting Demo");
|
||||||
|
timeSinceInputOnRoot = 0;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
timeSinceInputOnRoot = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.anyKey)
|
||||||
|
timeSinceInputOnRoot = 0f;
|
||||||
|
|
||||||
// transform
|
// transform
|
||||||
var dist = Time.deltaTime * lerpSpeed;
|
var dist = Time.deltaTime * lerpSpeed;
|
||||||
|
|
|
@ -118,7 +118,7 @@ PlayerSettings:
|
||||||
16:10: 0
|
16:10: 0
|
||||||
16:9: 1
|
16:9: 1
|
||||||
Others: 0
|
Others: 0
|
||||||
bundleVersion: 0.1
|
bundleVersion: 0.11
|
||||||
preloadedAssets: []
|
preloadedAssets: []
|
||||||
metroInputSource: 0
|
metroInputSource: 0
|
||||||
wsaTransparentSwapchain: 0
|
wsaTransparentSwapchain: 0
|
||||||
|
|
Loading…
Reference in New Issue