210 lines
8.4 KiB
C#
210 lines
8.4 KiB
C#
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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}
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board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Yellow));
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SetText("TUTORIAL_INTRO2", "Attack by igniting your lanterns with a flame, the more you ignite, the bigger the attack");
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yield return PlayerMove((3, 0));
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yield return new WaitForSeconds(2f);
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board.nextPair = (new TileInfo(TileKind.Activator, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Blue));
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Drop();
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activePatchyNumber = 3;
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board.nextPair = (new TileInfo(TileKind.Activator, TileColor.Red), new TileInfo(TileKind.Activator, TileColor.Green));
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yield return UntilDrop();
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SetText("TUTORIAL_COLORS", "But of course, lanterns come in a variety of colors");
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activePatchyNumber = 1;
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for(int i = 0; i < GameBoard.COLUMN; ++i) {
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bs[i].AddRange(new[] {
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new TileInfo(TileKind.Block, TileColor.Red),
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new TileInfo(TileKind.Block, TileColor.Blue),
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new TileInfo(TileKind.Block, TileColor.Yellow),
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new TileInfo(TileKind.Block, TileColor.Green)
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});
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yield return new WaitForSeconds(0.5f);
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}
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yield return new WaitForSeconds(1.5f);
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SetText("TUTORIAL_COLORS2", "Only flames of same color can ignite lanterns. If you use this carefully you can create combos!");
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yield return PlayerMove((2, 0));
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yield return new WaitForSeconds(1f);
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activePatchyNumber = 1;
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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 new WaitForSeconds(1f);
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activePatchyNumber = 2;
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Drop();
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board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Yellow));
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yield return UntilDrop();
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//board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
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SetText("TUTORIAL_COLORS3", "As you can see, combos can be quite big!");
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for (int i = 0; i < GameBoard.COLUMN; ++i) {
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bs[i].AddRange(new[] {
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new TileInfo(TileKind.Block, TileColor.Yellow,0),
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new TileInfo(TileKind.Block, TileColor.Yellow,0),
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new TileInfo(TileKind.Trash,TileColor.Yellow,5)
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});
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yield return new WaitForSeconds(0.5f);
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}
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activePatchyNumber = 3;
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SetText("TUTORIAL_TRASH", "When the other player ingites lanterns, you will be bombarded with sealed lanterns");
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yield return new WaitForSeconds(2f);
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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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yield return new WaitForSeconds(2f);
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activePatchyNumber = 1;
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SetText("TUTORIAL_TRASH2", "Sealed lanterns can't be ignited, but after enough moves, the seal breaks.");
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for (int i = 0; i < 4; ++i) {
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Drop();
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board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Activator, TileColor.Yellow));
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yield return PlayerMove((i, 0));
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yield return UntilDrop();
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}
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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.Activator, TileColor.Red), new TileInfo(TileKind.Special, TileColor.Yellow));
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yield return new WaitForSeconds(3f);
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activePatchyNumber = 2;
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SetText("TUTORIAL_TRASH3", "The rare rainbow-flame however ignites all laterns of the provided color, even if they are sealed");
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for (int i = 0; i < GameBoard.COLUMN; ++i) {
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bs[i].AddRange(new[] {
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new TileInfo(TileKind.Block, TileColor.Yellow,0),
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new TileInfo(TileKind.Block, TileColor.Red,0),
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new TileInfo(TileKind.Trash,TileColor.Yellow,5)
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});
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yield return new WaitForSeconds(0.5f);
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}
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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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board.currentPair = (new TileInfo(TileKind.Block, TileColor.Red), new TileInfo(TileKind.Block, TileColor.Red));
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yield return UntilDrop();
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yield return new WaitForSeconds(2f);
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SetText("TUTORIAL_EXTRA", "Lanterns always come in pairs, but you can swap with the next pair by pressing [Z]");
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activePatchyNumber = 3;
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for(int i = 0; i < 5; ++i) {
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board.SwapTiles();
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yield return new WaitForSeconds(1f);
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}
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board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Red));
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board.currentPair = (new TileInfo(TileKind.Block, TileColor.Red), new TileInfo(TileKind.Block, TileColor.Yellow));
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activePatchyNumber = 1;
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SetText("TUTORIAL_EXTRA2", "Even more useful, you can rotate your lanterns with UP/DOWN");
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yield return PlayerMove((3, 0));
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for (int i = 0; i < 12; ++i) {
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board.playerRotation = i % 4;
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yield return new WaitForSeconds(0.5f);
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}
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activePatchyNumber = 3;
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SetText("TUTORIAL_EXTRA3", "Finally, be cautious, as if your board fills up, it will collapse and you will lose.");
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for(int i = 0; i < 12; ++i) {
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yield return new WaitForSeconds(0.3f);
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for (int j = 0; j < GameBoard.COLUMN; ++j) {
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yield return new WaitForSeconds(0.1f);
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bs[j].Add(TileInfo.CreateRandomTrashTile());
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}
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}
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for (int x = 0; x < bs.Count; ++x) {
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var col = bs[x];
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for (int y = 0; y < col.Count; ++y) {
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board.render.Crumble(col[y], (x, y));
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}
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}
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// Now, re-initialize the board, so those falling pieces are the last of our board
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bs = BoardStateExtension.Initialize();
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yield return new WaitForSeconds(5f);
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activePatchyNumber = 1;
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SetText("TUTORIAL_EXTRA3", "That's all I have to share with you, please enjoy playing Luminous Strike");
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yield return new WaitForSeconds(5f);
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Application.LoadLevel(0);
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}
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IEnumerator PlayerMove((int c, int r) goal, float actionTime = 0.2f) {
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board.playerRotation = goal.r; // instantly rotate we're lazy here
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while (goal.c < board.dropColumn) {
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board.dropColumn -= 1;
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yield return new WaitForSeconds(actionTime);
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}
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while (goal.c > board.dropColumn) {
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board.dropColumn += 1;
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yield return new WaitForSeconds(actionTime);
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}
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}
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public int activePatchyNumber = 1;
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public GameObject Patchy1, Patchy2, Pacthy3;
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// Update is called once per frame
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void Update() {
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if (Input.GetKeyDown(KeyCode.Escape)) {
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Application.LoadLevel(0);
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}
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Patchy1.SetActive(activePatchyNumber == 1);
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Patchy2.SetActive(activePatchyNumber == 2);
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Pacthy3.SetActive(activePatchyNumber == 3);
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}
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}
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