I did a whole goddamn tutorial holy shit
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class Tutorial : MonoBehaviour {
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TMPro.TMP_Text tutorialText;
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public UnityEngine.UI.Button escapeButton;
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void SetText(string label, string fallbackText = "") {
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var localized = Localization.GetString(label);
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if (localized == "E-R-R-O-R") localized = fallbackText;
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Debug.LogFormat("Setting tutorial text to {0}", localized);
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tutorialText.text = localized;
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}
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public GameBoard board;
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void Drop() => board.board = board.DropNow(board.board);
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WaitUntil UntilDrop() => new WaitUntil(()=>board.delayState.Equals(GameBoard.DelayState.None));
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// Start is called before the first frame update
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void Start() {
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board.Setup();
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board.AIEnabled = true; // Disable player input on the board
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tutorialText = GetComponent<TMP_Text>();
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escapeButton.onClick.AddListener(() => Application.LoadLevel(0));
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StartCoroutine(TutorialRoutine());
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}
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IEnumerator TutorialRoutine() {
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board.board = BoardStateExtension.Initialize();
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board.nextPair = (new TileInfo(TileKind.Block,TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
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board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
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SetText("TUTORIAL_INTRO", "Welcome to Touhou: Luminous Strike!");
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yield return new WaitForSeconds(2.5f);
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activePatchyNumber = 2;
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SetText("TUTORIAL_INTRO1", "The goal of the game is to place and light lanterns on your board.");
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var bs = board.board;
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// Fill the bottom three rows with blue lanterns
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for (int i = 0; i < 3; i++) {
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yield return PlayerMove((0, 0));
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Drop();
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board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
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yield return PlayerMove((2, 0));
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yield return UntilDrop();
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Drop();
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board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
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yield return PlayerMove((4, 0));
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yield return UntilDrop();
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Drop();
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board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
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}
|
||||
|
||||
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Yellow));
|
||||
SetText("TUTORIAL_INTRO2", "Attack by igniting your lanterns with a flame, the more you ignite, the bigger the attack");
|
||||
yield return PlayerMove((3, 0));
|
||||
yield return new WaitForSeconds(2f);
|
||||
board.nextPair = (new TileInfo(TileKind.Activator, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Blue));
|
||||
Drop();
|
||||
activePatchyNumber = 3;
|
||||
board.nextPair = (new TileInfo(TileKind.Activator, TileColor.Red), new TileInfo(TileKind.Activator, TileColor.Green));
|
||||
yield return UntilDrop();
|
||||
|
||||
SetText("TUTORIAL_COLORS", "But of course, lanterns come in a variety of colors");
|
||||
activePatchyNumber = 1;
|
||||
for(int i = 0; i < GameBoard.COLUMN; ++i) {
|
||||
bs[i].AddRange(new[] {
|
||||
new TileInfo(TileKind.Block, TileColor.Red),
|
||||
new TileInfo(TileKind.Block, TileColor.Blue),
|
||||
new TileInfo(TileKind.Block, TileColor.Yellow),
|
||||
new TileInfo(TileKind.Block, TileColor.Green)
|
||||
});
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
SetText("TUTORIAL_COLORS2", "Only flames of same color can ignite lanterns. If you use this carefully you can create combos!");
|
||||
yield return PlayerMove((2, 0));
|
||||
yield return new WaitForSeconds(1f);
|
||||
activePatchyNumber = 1;
|
||||
Drop();
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
yield return PlayerMove((4, 0));
|
||||
yield return new WaitForSeconds(1f);
|
||||
activePatchyNumber = 2;
|
||||
Drop();
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Yellow));
|
||||
yield return UntilDrop();
|
||||
//board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
SetText("TUTORIAL_COLORS3", "As you can see, combos can be quite big!");
|
||||
for (int i = 0; i < GameBoard.COLUMN; ++i) {
|
||||
bs[i].AddRange(new[] {
|
||||
new TileInfo(TileKind.Block, TileColor.Yellow,0),
|
||||
new TileInfo(TileKind.Block, TileColor.Yellow,0),
|
||||
new TileInfo(TileKind.Trash,TileColor.Yellow,5)
|
||||
});
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
activePatchyNumber = 3;
|
||||
SetText("TUTORIAL_TRASH", "When the other player ingites lanterns, you will be bombarded with sealed lanterns");
|
||||
yield return new WaitForSeconds(2f);
|
||||
Drop();
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
yield return PlayerMove((4, 0));
|
||||
yield return UntilDrop();
|
||||
yield return new WaitForSeconds(2f);
|
||||
activePatchyNumber = 1;
|
||||
SetText("TUTORIAL_TRASH2", "Sealed lanterns can't be ignited, but after enough moves, the seal breaks.");
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
Drop();
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Yellow));
|
||||
yield return PlayerMove((i, 0));
|
||||
yield return UntilDrop();
|
||||
}
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
board.currentPair = (new TileInfo(TileKind.Activator, TileColor.Red), new TileInfo(TileKind.Special, TileColor.Yellow));
|
||||
yield return new WaitForSeconds(3f);
|
||||
activePatchyNumber = 2;
|
||||
SetText("TUTORIAL_TRASH3", "The rare rainbow-flame however ignites all laterns of the provided color, even if they are sealed");
|
||||
for (int i = 0; i < GameBoard.COLUMN; ++i) {
|
||||
bs[i].AddRange(new[] {
|
||||
new TileInfo(TileKind.Block, TileColor.Yellow,0),
|
||||
new TileInfo(TileKind.Block, TileColor.Red,0),
|
||||
new TileInfo(TileKind.Trash,TileColor.Yellow,5)
|
||||
});
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
yield return PlayerMove((0, 0));
|
||||
Drop();
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Red), new TileInfo(TileKind.Block, TileColor.Red));
|
||||
yield return UntilDrop();
|
||||
yield return new WaitForSeconds(2f);
|
||||
SetText("TUTORIAL_EXTRA", "Lanterns always come in pairs, but you can swap with the next pair by pressing [Z]");
|
||||
activePatchyNumber = 3;
|
||||
for(int i = 0; i < 5; ++i) {
|
||||
board.SwapTiles();
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Red));
|
||||
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Red), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
activePatchyNumber = 1;
|
||||
SetText("TUTORIAL_EXTRA2", "Even more useful, you can rotate your lanterns with UP/DOWN");
|
||||
yield return PlayerMove((3, 0));
|
||||
for (int i = 0; i < 12; ++i) {
|
||||
board.playerRotation = i % 4;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
activePatchyNumber = 3;
|
||||
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) {
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
for (int j = 0; j < GameBoard.COLUMN; ++j) {
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
bs[j].Add(TileInfo.CreateRandomTrashTile());
|
||||
}
|
||||
}
|
||||
for (int x = 0; x < bs.Count; ++x) {
|
||||
var col = bs[x];
|
||||
for (int y = 0; y < col.Count; ++y) {
|
||||
board.render.Crumble(col[y], (x, y));
|
||||
}
|
||||
}
|
||||
// Now, re-initialize the board, so those falling pieces are the last of our board
|
||||
bs = BoardStateExtension.Initialize();
|
||||
yield return new WaitForSeconds(5f);
|
||||
activePatchyNumber = 1;
|
||||
SetText("TUTORIAL_EXTRA3", "That's all I have to share with you, please enjoy playing Luminous Strike");
|
||||
yield return new WaitForSeconds(5f);
|
||||
Application.LoadLevel(0);
|
||||
}
|
||||
|
||||
IEnumerator PlayerMove((int c, int r) goal, float actionTime = 0.2f) {
|
||||
board.playerRotation = goal.r; // instantly rotate we're lazy here
|
||||
|
||||
while (goal.c < board.dropColumn) {
|
||||
board.dropColumn -= 1;
|
||||
yield return new WaitForSeconds(actionTime);
|
||||
}
|
||||
while (goal.c > board.dropColumn) {
|
||||
board.dropColumn += 1;
|
||||
yield return new WaitForSeconds(actionTime);
|
||||
}
|
||||
}
|
||||
|
||||
public int activePatchyNumber = 1;
|
||||
public GameObject Patchy1, Patchy2, Pacthy3;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
if (Input.GetKeyDown(KeyCode.Escape)) {
|
||||
Application.LoadLevel(0);
|
||||
}
|
||||
|
||||
Patchy1.SetActive(activePatchyNumber == 1);
|
||||
Patchy2.SetActive(activePatchyNumber == 2);
|
||||
Pacthy3.SetActive(activePatchyNumber == 3);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6bb0a6056a0ebc74a8c5f0a037f96a3a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -30,6 +30,8 @@ public class GameBoardInstance : MonoBehaviour {
|
|||
}
|
||||
|
||||
private void Update() {
|
||||
if (GameTransition.Instance == null) return;
|
||||
|
||||
var state = GameTransition.Instance.state;
|
||||
if (state == GameState.InGame && !endGameCoroutine){
|
||||
var over = player1.delayState == GameBoard.DelayState.Loss || player2.delayState == GameBoard.DelayState.Loss;
|
||||
|
|
|
@ -34,11 +34,11 @@ public class GameBoardRender : MonoBehaviour {
|
|||
|
||||
switch(board.desiredAnimation) {
|
||||
case GameBoard.AnimationName.Happy:
|
||||
soonestChangeTime = Time.time + 3f;
|
||||
soonestChangeTime = Time.time + 5f;
|
||||
enableHappy = true;
|
||||
break;
|
||||
case GameBoard.AnimationName.Sad:
|
||||
soonestChangeTime = Time.time + 2f;
|
||||
soonestChangeTime = Time.time + 5f;
|
||||
enableSad = true;
|
||||
break;
|
||||
case GameBoard.AnimationName.Idle:
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ButtonHelp : ButtonOnClick {
|
||||
public override void OnClick() {
|
||||
Application.LoadLevel(1);
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 62d2a91b62e06c04cb0f877e535b187e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d330c27a714a4774fac1b617fcf20b03
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -8,4 +8,7 @@ EditorBuildSettings:
|
|||
- enabled: 1
|
||||
path: Assets/Scenes/Board Render/BoardRender.unity
|
||||
guid: 1b0d64163ca277148aba92fc10be9f75
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Board Render/TutorialScene.unity
|
||||
guid: d330c27a714a4774fac1b617fcf20b03
|
||||
m_configObjects: {}
|
||||
|
|
Loading…
Reference in New Issue