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

Step to spawn only 1 player. Used if a player dies in the tutorial and they should be placed back into the world. More...

Inheritance diagram for TutorialSpawnSinglePlayer:
Inheritance graph
[legend]
Collaboration diagram for TutorialSpawnSinglePlayer:
Collaboration graph
[legend]

Public Member Functions

override bool TutorialUpdate (float deltaTime)
 Update tick of the tutorial. More...
 
override IDictionary< string, 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

GameObject playerPrefab
 
int playerNumber
 
TutorialPlayerPowerUpDecider powerUpDecider
 
- Public Attributes inherited from TutorialStep
TutorialStep singlePlayerNextStep
 
TutorialStep coopPlayerNextStep
 

Protected Member Functions

override GameObject [] ChildInit (TutorialManager manager, 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 spawn only 1 player. Used if a player dies in the tutorial and they should be placed back into the world.

Member Function Documentation

◆ ChildInit()

override GameObject [] TutorialSpawnSinglePlayer.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, object> TutorialSpawnSinglePlayer.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 TutorialSpawnSinglePlayer.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

◆ playerNumber

int TutorialSpawnSinglePlayer.playerNumber

The player number of the player that is being respawned.

◆ playerPrefab

GameObject TutorialSpawnSinglePlayer.playerPrefab

The player that should be respawned.

◆ powerUpDecider

TutorialPlayerPowerUpDecider TutorialSpawnSinglePlayer.powerUpDecider

The tutorial specific power up provider to give to each player as they are spawned.


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