DoopelPonger
Public Member Functions | Public Attributes | Protected Member Functions | List of all members
TutorialPlayerMove Class Reference

Step to make sure the player knows how to move up and down. The step records which wall the player touched first to provide a comment about how well the player can listen. More...

Inheritance diagram for TutorialPlayerMove:
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Collaboration diagram for TutorialPlayerMove:
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Public Member Functions

override IDictionary< string, System.Object > Teardown ()
 Delete any objects that were created specifically for the duration of the step. More...
 
override bool TutorialUpdate (float deltaTime)
 Update tick of the tutorial. More...
 
- Public Member Functions inherited from TutorialStep
TutorialStep GetNextStep ()
 
GameObject [] Init (TutorialManager tutorialManager, BoundriesCreator.GameMode gameMode)
 Set up any information need for the step. Method is call as soon as the step becomes active. More...
 

Public Attributes

string playerTag
 
TutorialPlayerMoveToTrigger triggerPrefab
 
- Public Attributes inherited from TutorialStep
TutorialStep singlePlayerNextStep
 
TutorialStep coopPlayerNextStep
 

Protected Member Functions

override GameObject [] ChildInit (TutorialManager tutorialManager, BoundriesCreator.GameMode gameMode)
 Set up any information need for the step. Method is call as soon as the step becomes active. More...
 

Detailed Description

Step to make sure the player knows how to move up and down. The step records which wall the player touched first to provide a comment about how well the player can listen.

Member Function Documentation

◆ ChildInit()

override GameObject [] TutorialPlayerMove.ChildInit ( TutorialManager  tutorialManager,
BoundriesCreator.GameMode  gameMode 
)
protectedvirtual

Set up any information need for the step. Method is call as soon as the step becomes active.

Parameters
tutorialManagerThe brains of the tutorial
gameModeThe mode of the tutorial
Returns
a list of gameobjects that are created and should live for the duration of the tutorial. The TutorialManager will destroy the objects when the tutorial is over.

Implements TutorialStep.

◆ Teardown()

override IDictionary<string, System.Object> TutorialPlayerMove.Teardown ( )
virtual

Delete any objects that were created specifically for the duration of the step.

Returns
Any data needs to be carried between tutorial steps, like choices the player(s) make, return they data here and it will get added to the tutorialMetadata in the TutorialManager.

Implements TutorialStep.

◆ TutorialUpdate()

override bool TutorialPlayerMove.TutorialUpdate ( float  deltaTime)
virtual

Update tick of the tutorial.

Parameters
deltaTimeThe time since the last time this method was called.
Returns
True if the next step of the tutorial should be switched to. False, there's still work that needs to be done.

Implements TutorialStep.

Member Data Documentation

◆ playerTag

string TutorialPlayerMove.playerTag

Player that is being tested.

◆ triggerPrefab

TutorialPlayerMoveToTrigger TutorialPlayerMove.triggerPrefab

Trigger blueprints spawn at the top and bottom of the screen to make sure the player can move.


The documentation for this class was generated from the following file: