I did a whole goddamn tutorial holy shit

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Texel 2020-08-22 14:49:29 -04:00
parent 3679c11e41
commit d5bacca7f2
15 changed files with 3380 additions and 2 deletions

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Assets/Code/Tutorial.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Tutorial : MonoBehaviour {
TMPro.TMP_Text tutorialText;
public UnityEngine.UI.Button escapeButton;
void SetText(string label, string fallbackText = "") {
var localized = Localization.GetString(label);
if (localized == "E-R-R-O-R") localized = fallbackText;
Debug.LogFormat("Setting tutorial text to {0}", localized);
tutorialText.text = localized;
}
public GameBoard board;
void Drop() => board.board = board.DropNow(board.board);
WaitUntil UntilDrop() => new WaitUntil(()=>board.delayState.Equals(GameBoard.DelayState.None));
// Start is called before the first frame update
void Start() {
board.Setup();
board.AIEnabled = true; // Disable player input on the board
tutorialText = GetComponent<TMP_Text>();
escapeButton.onClick.AddListener(() => Application.LoadLevel(0));
StartCoroutine(TutorialRoutine());
}
IEnumerator TutorialRoutine() {
board.board = BoardStateExtension.Initialize();
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));
SetText("TUTORIAL_INTRO", "Welcome to Touhou: Luminous Strike!");
yield return new WaitForSeconds(2.5f);
activePatchyNumber = 2;
SetText("TUTORIAL_INTRO1", "The goal of the game is to place and light lanterns on your board.");
var bs = board.board;
// Fill the bottom three rows with blue lanterns
for (int i = 0; i < 3; i++) {
yield return PlayerMove((0, 0));
Drop();
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
yield return PlayerMove((2, 0));
yield return UntilDrop();
Drop();
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
yield return PlayerMove((4, 0));
yield return UntilDrop();
Drop();
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.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);
}
}

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@ -30,6 +30,8 @@ public class GameBoardInstance : MonoBehaviour {
} }
private void Update() { private void Update() {
if (GameTransition.Instance == null) return;
var state = GameTransition.Instance.state; var state = GameTransition.Instance.state;
if (state == GameState.InGame && !endGameCoroutine){ if (state == GameState.InGame && !endGameCoroutine){
var over = player1.delayState == GameBoard.DelayState.Loss || player2.delayState == GameBoard.DelayState.Loss; var over = player1.delayState == GameBoard.DelayState.Loss || player2.delayState == GameBoard.DelayState.Loss;

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@ -34,11 +34,11 @@ public class GameBoardRender : MonoBehaviour {
switch(board.desiredAnimation) { switch(board.desiredAnimation) {
case GameBoard.AnimationName.Happy: case GameBoard.AnimationName.Happy:
soonestChangeTime = Time.time + 3f; soonestChangeTime = Time.time + 5f;
enableHappy = true; enableHappy = true;
break; break;
case GameBoard.AnimationName.Sad: case GameBoard.AnimationName.Sad:
soonestChangeTime = Time.time + 2f; soonestChangeTime = Time.time + 5f;
enableSad = true; enableSad = true;
break; break;
case GameBoard.AnimationName.Idle: case GameBoard.AnimationName.Idle:

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@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonHelp : ButtonOnClick {
public override void OnClick() {
Application.LoadLevel(1);
}
}

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guid: 1b0d64163ca277148aba92fc10be9f75 guid: 1b0d64163ca277148aba92fc10be9f75
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