Files
gmtk-2024/Assets/Scripts/Tutorial.cs
2024-08-19 01:51:02 +02:00

155 lines
5.6 KiB
C#

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