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gstuitje
RingMaster
Commits
d8a4c403
Commit
d8a4c403
authored
Feb 10, 2019
by
nedboy3
Browse files
Now Mime Mime has a tutorial stage, still needs to be triggered.
parent
fa490d49
Changes
10
Expand all
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RingMaster/RingMaster/Assets/Resources/Tutorial.txt
0 → 100644
View file @
d8a4c403
Bavaria 8
left 0
up 2.85
down 4.45
right 5.7
up 3000
\ No newline at end of file
RingMaster/RingMaster/Assets/Resources/Tutorial.txt.meta
0 → 100644
View file @
d8a4c403
fileFormatVersion: 2
guid: 2e8db8bb98880c14d945d985f97ce0c9
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
RingMaster/RingMaster/Assets/Scenes/MimeMimeTutorial.unity
0 → 100644
View file @
d8a4c403
This diff is collapsed.
Click to expand it.
RingMaster/RingMaster/Assets/Scenes/MimeMimeTutorial.unity.meta
0 → 100644
View file @
d8a4c403
fileFormatVersion: 2
guid: ffadb8f7d43b9bc4bbba7bfba7beb669
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
RingMaster/RingMaster/Assets/Scripts/DaytimeScripts/CharacterSpeech/SilasSpeech.cs
View file @
d8a4c403
...
...
@@ -90,7 +90,11 @@ public class SilasSpeech : MonoBehaviour, Character {
conversation
.
Clear
();
responseQueue
.
Clear
();
if
(
GameManager
.
ConversationStage
==
1
)
{
if
(
GameManager
.
SilasTutorial
)
{
loadTutorialConversation
();
}
else
if
(
GameManager
.
ConversationStage
==
1
)
{
conversationStage1
();
}
else
if
(
GameManager
.
ConversationStage
==
2
)
{
...
...
@@ -168,4 +172,49 @@ public class SilasSpeech : MonoBehaviour, Character {
conversation
.
Enqueue
(
"Stage 4 conversation stuff 2"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"Stage 4 response 1"
,
"stage 4 resposne 2"
});
}
private
void
loadTutorialConversation
()
{
conversation
.
Enqueue
(
"Oh hey, so nice of you to come perform with me!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"We're gonna have so much fun!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"Or at least, I'll have so much fun!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"Get on with it"
});
conversation
.
Enqueue
(
"All you have to do to perform with me is dance, for me it's pretty natural!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"I don't know how"
});
conversation
.
Enqueue
(
"but if it wasn't natural I'd know that anyone can use the Q W E or R keys to daaaaannceee."
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"WOW, your dancing is so good it made fireworks in those convenient looking boxes!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"How about I let you know what amazing moves I'm going to do? And you can copy me!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"I'll use my super secret mime sign language by sending instructions from those mimetastic pillars to your right. Ready?!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"Here I go, hit it when it's in it's square, I'll go easy this time!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"Hit it now!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"Nice job!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"let's try a few more of my definitely different moves!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"This time I've gotta go fast, you can do it!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
conversation
.
Enqueue
(
"I think you've got the idea now! Time for us to do this for real!"
);
responseQueue
.
Enqueue
(
new
string
[]
{
"okay"
});
}
}
RingMaster/RingMaster/Assets/Scripts/GameManager.cs
View file @
d8a4c403
...
...
@@ -17,7 +17,11 @@ public class GameManager : MonoBehaviour {
public
static
bool
SimonTutorial
;
public
static
bool
JohnTutorial
;
public
static
bool
SilasTutorial
;
public
static
bool
SilasNoteInPlace
=
false
;
public
static
bool
PlayerCanDance
=
true
;
public
static
int
TutorialState
;
public
static
int
ConversationStage
;
...
...
RingMaster/RingMaster/Assets/Scripts/MimeScripts/MimeMimeTutorial.cs
0 → 100644
View file @
d8a4c403
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
UnityEngine.SceneManagement
;
public
class
MimeMimeTutorial
:
MonoBehaviour
{
public
GameObject
dialogueBox
;
public
Camera
faceCam
;
public
Text
SilasText
;
public
GameObject
silas
;
public
SilasSpeech
speech
;
public
Button
button
;
public
SpawnKeys
spawner
;
public
AudioSource
music
;
private
int
state
;
private
void
Start
()
{
GameManager
.
SilasTutorial
=
true
;
dialogueBox
.
SetActive
(
false
);
speech
=
silas
.
GetComponent
<
SilasSpeech
>();
print
(
speech
.
GreetingMessage
());
SilasText
.
text
=
speech
.
converse
();
StartCoroutine
(
noticePlayer
());
}
private
void
Update
()
{
if
((
Input
.
GetKeyDown
(
KeyCode
.
Q
)
||
Input
.
GetKeyDown
(
KeyCode
.
W
)
||
Input
.
GetKeyDown
(
KeyCode
.
E
)
||
Input
.
GetKeyDown
(
KeyCode
.
R
))
&&
GameManager
.
TutorialState
==
1
)
{
progress
();
}
if
(
GameManager
.
TutorialState
==
3
&&
GameManager
.
SilasNoteInPlace
)
{
progress
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
Q
)
&&
GameManager
.
TutorialState
==
4
)
{
progress
();
Time
.
timeScale
=
1f
;
music
.
Play
();
GameManager
.
SilasNoteInPlace
=
false
;
StartCoroutine
(
freezetime
());
}
}
private
IEnumerator
freezetime
()
{
yield
return
new
WaitForSeconds
(
1f
);
Time
.
timeScale
=
0f
;
progress
();
music
.
Pause
();
}
private
IEnumerator
finish
()
{
yield
return
new
WaitForSeconds
(
5f
);
progress
();
}
private
IEnumerator
noticePlayer
()
{
yield
return
new
WaitForSeconds
(
3
);
dialogueBox
.
SetActive
(
true
);
faceCam
.
gameObject
.
SetActive
(
true
);
StopCoroutine
(
noticePlayer
());
}
public
void
ButtonPress
()
{
progress
();
}
void
progress
()
{
state
++;
if
(
state
==
4
)
{
button
.
gameObject
.
SetActive
(
false
);
GameManager
.
TutorialState
=
1
;
}
else
if
(
state
==
5
)
{
button
.
gameObject
.
SetActive
(
true
);
GameManager
.
TutorialState
=
2
;
}
else
if
(
state
==
8
)
{
button
.
gameObject
.
SetActive
(
false
);
GameManager
.
TutorialState
=
3
;
spawner
.
startTutorial
();
GameManager
.
PlayerCanDance
=
false
;
}
else
if
(
state
==
9
)
{
button
.
gameObject
.
SetActive
(
false
);
GameManager
.
PlayerCanDance
=
true
;
GameManager
.
TutorialState
=
4
;
}
else
if
(
state
==
11
)
{
button
.
gameObject
.
SetActive
(
true
);
}
else
if
(
state
==
12
)
{
button
.
gameObject
.
SetActive
(
false
);
Time
.
timeScale
=
1f
;
music
.
Play
();
StartCoroutine
(
finish
());
}
else
if
(
state
==
13
)
{
button
.
gameObject
.
SetActive
(
true
);
music
.
volume
=
0.05f
;
}
else
if
(
state
==
14
)
{
SceneManager
.
LoadScene
(
"MimeMime"
);
}
SilasText
.
text
=
speech
.
converse
();
}
}
RingMaster/RingMaster/Assets/Scripts/MimeScripts/MimeMimeTutorial.cs.meta
0 → 100644
View file @
d8a4c403
fileFormatVersion: 2
guid: bdbe304d758dbe549bf10ed4554cf78f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
RingMaster/RingMaster/Assets/Scripts/MimeScripts/SpawnKeys.cs
View file @
d8a4c403
...
...
@@ -31,9 +31,13 @@ public class SpawnKeys : MonoBehaviour {
// Use this for initialization
void
Start
()
{
}
public
void
startTutorial
()
{
songSet
=
true
;
StartCoroutine
(
tutorialpause
());
}
//plays the song after the first arrow reaches a barrier.
private
IEnumerator
playSong
(
AudioClip
musicClip
,
float
waitTime
){
yield
return
new
WaitForSeconds
(
waitTime
);
...
...
@@ -57,6 +61,17 @@ public class SpawnKeys : MonoBehaviour {
tester
.
SilasDance
(
arrow
);
}
private
IEnumerator
tutorialpause
()
{
yield
return
new
WaitForSeconds
(
2.1f
);
print
(
"Something"
+
songWaitTime
);
Time
.
timeScale
=
0f
;
music
.
Pause
();
GameManager
.
SilasNoteInPlace
=
true
;
}
void
Update
()
{
if
(
songSet
==
true
){
levelManager
=
GetComponent
<
LevelManager
>();
...
...
@@ -95,7 +110,7 @@ public class SpawnKeys : MonoBehaviour {
StartCoroutine
(
playSong
(
songAudio
,
songWaitTime
));
songSet
=
false
;
}
if
(
endSong
==
true
){
if
(
endSong
==
true
&&
music
!=
null
){
music
.
volume
-=
(
volumeFade
*
Time
.
deltaTime
);
}
while
(
nextKey
!=
null
&&
Time
.
time
>
startTime
+
float
.
Parse
(
nextKey
[
1
])
-
skip
)
...
...
RingMaster/RingMaster/Assets/Scripts/MimeScripts/TriggerManager.cs
View file @
d8a4c403
...
...
@@ -47,37 +47,40 @@ public class TriggerManager : MonoBehaviour
void
Update
()
{
//Check which key the player presses
if
(
Input
.
GetKeyDown
(
KeyCode
.
Q
)
||
Input
.
GetKeyDown
(
KeyCode
.
A
)
)
if
(
GameManager
.
PlayerCanDance
)
{
moveColliders
((
int
)
keys
.
left
);
Vector3
newScale
=
player
.
transform
.
localScale
;
newScale
.
x
=
-
2
;
player
.
transform
.
localScale
=
newScale
;
checkLowestKey
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
R
)
||
Input
.
GetKeyDown
(
KeyCode
.
D
))
{
moveColliders
((
int
)
keys
.
right
);
Vector3
newScale
=
player
.
transform
.
localScale
;
newScale
.
x
=
2
;
player
.
transform
.
localScale
=
newScale
;
checkLowestKey
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
W
)
||
Input
.
GetKeyDown
(
KeyCode
.
W
))
{
moveColliders
((
int
)
keys
.
up
);
Vector3
newPos
=
player
.
transform
.
position
;
newPos
.
y
=
-
1
;
player
.
transform
.
position
=
newPos
;
checkLowestKey
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
E
)
||
Input
.
GetKeyDown
(
KeyCode
.
S
))
{
moveColliders
((
int
)
keys
.
down
);
Vector3
newPos
=
player
.
transform
.
position
;
newPos
.
y
=
-
1.3f
;
player
.
transform
.
position
=
newPos
;
checkLowestKey
();
if
(
Input
.
GetKeyDown
(
KeyCode
.
Q
))
{
moveColliders
((
int
)
keys
.
left
);
Vector3
newScale
=
player
.
transform
.
localScale
;
newScale
.
x
=
-
2
;
player
.
transform
.
localScale
=
newScale
;
checkLowestKey
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
R
))
{
moveColliders
((
int
)
keys
.
right
);
Vector3
newScale
=
player
.
transform
.
localScale
;
newScale
.
x
=
2
;
player
.
transform
.
localScale
=
newScale
;
checkLowestKey
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
W
))
{
moveColliders
((
int
)
keys
.
up
);
Vector3
newPos
=
player
.
transform
.
position
;
newPos
.
y
=
-
1
;
player
.
transform
.
position
=
newPos
;
checkLowestKey
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
E
))
{
moveColliders
((
int
)
keys
.
down
);
Vector3
newPos
=
player
.
transform
.
position
;
newPos
.
y
=
-
1.3f
;
player
.
transform
.
position
=
newPos
;
checkLowestKey
();
}
}
}
...
...
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