Add tutorial splash screen

This commit is contained in:
BuyMyMojo 2023-03-04 08:49:27 +11:00
parent 701ef5a2ec
commit 60ee4185e2
4 changed files with 3342 additions and 8 deletions

2
.erp
View file

@ -5,7 +5,7 @@
<resetOnSceneChange>false</resetOnSceneChange>
<debugMode>false</debugMode>
<EditorClosed>true</EditorClosed>
<LastTimestamp>1677882343</LastTimestamp>
<LastTimestamp>1677885521</LastTimestamp>
<LastSessionID>2115309888051293429</LastSessionID>
<Errored>false</Errored>
</ERPSettings>

File diff suppressed because it is too large Load diff

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@ -14,6 +14,7 @@ public class GameInput : MonoBehaviour
public event EventHandler OnInteractAction;
public event EventHandler OnInteractAlteranteAction;
public event EventHandler OnPauseAction;
public event EventHandler OnKeyRebind;
public enum Bindings
{
@ -172,6 +173,8 @@ public class GameInput : MonoBehaviour
string playerOveridesJson = playerInputActions.SaveBindingOverridesAsJson();
PlayerPrefs.SetString(PLAYER_PREFS_BINDINGS, playerOveridesJson);
PlayerPrefs.Save();
OnKeyRebind?.Invoke(this, EventArgs.Empty);
}).Start();
}

View file

@ -24,7 +24,6 @@ public class GameStateManager : MonoBehaviour
private bool isGamePaused = false;
// --- Timers ---
private float waitingToStartTimer = 1f;
private float countdownToStartTimer = 3f;
private float gamePlayTimer;
private float gamePlayTimerMax = 10f;
@ -38,6 +37,17 @@ public class GameStateManager : MonoBehaviour
private void Start()
{
GameInput.Instance.OnPauseAction += GameInput_OnPauseAction;
GameInput.Instance.OnInteractAction += GameInput_OnInteractAction;
}
private void GameInput_OnInteractAction(object sender, EventArgs e)
{
if (state == State.WaitingToStart)
{
state = State.StartingCountdown;
OnStateChanged?.Invoke(this, EventArgs.Empty);
}
}
private void GameInput_OnPauseAction(object sender, EventArgs e)
@ -52,12 +62,6 @@ public class GameStateManager : MonoBehaviour
switch (state)
{
case State.WaitingToStart:
waitingToStartTimer -= Time.deltaTime;
if (waitingToStartTimer < 0f)
{
state = State.StartingCountdown;
OnStateChanged?.Invoke(this, EventArgs.Empty);
}
break;
case State.StartingCountdown:
countdownToStartTimer -= Time.deltaTime;