Add basic tutorial
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154
Assets/Scripts/Tutorial.cs
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154
Assets/Scripts/Tutorial.cs
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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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[System.Serializable]
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public class TutorialElement
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{
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public TutorialElement(string _title) { title = _title; }
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public string title;
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public GameObject worldObject;
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public bool complete = false;
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}
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public enum Tutorials:int
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{
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Mining = 0,
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Production = 1,
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HouseBuilding = 2,
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MovingIn = 3,
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Assigning = 4,
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WorldMap = 5,
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Committing = 6,
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Unlocking = 7
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}
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public class Tutorial : MonoBehaviour
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{
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[SerializeField]
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private TutorialElement[] tutorialElements;
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private GameManager gameManager;
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private HouseManager houseManager;
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[SerializeField]
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private float genericTimeout = 15; //Timeout for generic tutorials with no conditions
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private float genericCountdown = 0f;
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[SerializeField]
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private GameObject commitBtn;
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// Start is called before the first frame update
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void Start()
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{
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gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
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houseManager = GameObject.Find("HouseManager").GetComponent<HouseManager>();
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for (int i = 0; i < tutorialElements.Length; i++)
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{
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TutorialElement tutorial = tutorialElements[i];
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tutorial.worldObject = GameObject.Find($"{tutorial.title}Tutorial");
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if (i > 0) tutorial.worldObject.SetActive(false);
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Debug.Log($"{tutorial.title}Tutorial");
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (!tutorialElements[(int)Tutorials.Mining].complete)
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{
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if (gameManager.GetResourceCount(Resource.ROCK) >= 5)
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{
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tutorialElements[(int)Tutorials.Mining].complete = true;
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tutorialElements[(int)Tutorials.Mining].worldObject.SetActive(false);
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tutorialElements[(int)Tutorials.Production].worldObject.SetActive(true);
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}
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return;
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}
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if (!tutorialElements[(int)Tutorials.Production].complete)
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{
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if (gameManager.GetResourceCount(Resource.BRICK) > 0)
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{
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tutorialElements[(int)Tutorials.Production].complete = true;
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tutorialElements[(int)Tutorials.Production].worldObject.SetActive(false);
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}
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return;
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}
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if (!tutorialElements[(int)Tutorials.HouseBuilding].complete)
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{
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if (gameManager.GetResourceCount(Resource.BRICK) >= houseManager.cost[0] &&
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gameManager.GetResourceCount(Resource.TILE) >= houseManager.cost[1] &&
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gameManager.GetResourceCount(Resource.GLASS) >= houseManager.cost[2])
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{
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tutorialElements[(int)Tutorials.HouseBuilding].worldObject.SetActive(true);
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}
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if (gameManager.GetResourceCount(Resource.HOUSE) > 0)
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{
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tutorialElements[(int)Tutorials.HouseBuilding].worldObject.SetActive(false);
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tutorialElements[(int)Tutorials.HouseBuilding].complete = true;
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tutorialElements[(int)Tutorials.MovingIn].worldObject.SetActive(true);
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}
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}
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if (!tutorialElements[(int)Tutorials.MovingIn].complete)
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{
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if (gameManager.GetResourceCount(Resource.TOTAL_WORKER) >= 3)
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{
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tutorialElements[(int)Tutorials.MovingIn].complete = true;
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tutorialElements[(int)Tutorials.MovingIn].worldObject.SetActive(false);
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}
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}
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if (!tutorialElements[(int)Tutorials.Assigning].complete)
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{
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if (gameManager.GetResourceCount(Resource.TOTAL_WORKER) >= 1)
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{
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tutorialElements[(int)Tutorials.Assigning].worldObject.SetActive(true);
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}
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if (gameManager.GetResourceCount(Resource.WORKER) < gameManager.GetResourceCount(Resource.TOTAL_WORKER))
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{
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tutorialElements[(int)Tutorials.Assigning].complete = true;
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tutorialElements[(int)Tutorials.Assigning].worldObject.SetActive(false);
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}
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return;
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}
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// Wait for 100 bricks to continue past this point
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if (!tutorialElements[(int)Tutorials.WorldMap].complete && !(gameManager.GetResourceCount(Resource.BRICK) > 50)) { return; }
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if (!tutorialElements[(int)Tutorials.WorldMap].complete)
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{
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tutorialElements[(int)Tutorials.WorldMap].worldObject.SetActive(true);
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if (commitBtn.activeSelf == true)
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{
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tutorialElements[(int)Tutorials.WorldMap].complete = true;
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tutorialElements[(int)Tutorials.WorldMap].worldObject.SetActive(false);
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tutorialElements[(int)Tutorials.Committing].worldObject.SetActive(true);
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}
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return;
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}
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if (!tutorialElements[(int)Tutorials.Committing].complete)
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{
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if (gameManager.GetCommitedResources()[Resource.BRICK] > 0)
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{
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tutorialElements[(int)Tutorials.Committing].complete = true;
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tutorialElements[(int)Tutorials.Committing].worldObject.SetActive(false);
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tutorialElements[(int)Tutorials.Unlocking].worldObject.SetActive(true);
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genericCountdown = genericTimeout;
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}
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return;
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}
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if (!tutorialElements[(int)Tutorials.Unlocking].complete)
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{
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genericCountdown -= Time.deltaTime;
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if(genericCountdown <= 0)
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{
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tutorialElements[(int)Tutorials.Unlocking].complete = true;
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tutorialElements[(int)Tutorials.Unlocking].worldObject.SetActive(false);
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}
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}
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}
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}
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