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

Step that makes sure the player can trigger their shield. This step spawns a cannon that will fire bullets at one player and they need to deflect every bullet before the next step is triggered. More...

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

override bool TutorialUpdate (float deltaTime)
 Update tick of the tutorial. More...
 
override IDictionary< string, System.Object > Teardown ()
 Delete any objects that were created specifically for the duration of the step. 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
 
TutorialBadCannon badCannonPrefab
 
TutorialStep playerMissedBlockingStep
 
TutorialStep playerIsDeadStep
 
- 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 that makes sure the player can trigger their shield. This step spawns a cannon that will fire bullets at one player and they need to deflect every bullet before the next step is triggered.

Member Function Documentation

◆ ChildInit()

override GameObject [] TutorialPlayerShield.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> TutorialPlayerShield.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 TutorialPlayerShield.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

◆ badCannonPrefab

TutorialBadCannon TutorialPlayerShield.badCannonPrefab

Cannon that should be spawned to fire bullets.

◆ playerIsDeadStep

TutorialStep TutorialPlayerShield.playerIsDeadStep

Step to transition to if the player did such a bad job blocking bullets that they died.

◆ playerMissedBlockingStep

TutorialStep TutorialPlayerShield.playerMissedBlockingStep

Step to transition to if the player did not block a bullet but they did not die.

◆ playerTag

string TutorialPlayerShield.playerTag

The player that should be shot at.


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