tree tuorial is triggered by tree directly, failed tree validation event added, added new quest to find seed

This commit is contained in:
2025-02-24 20:16:32 +01:00
parent 8af28ebf76
commit 3589429783
8 changed files with 1710 additions and 1363 deletions

View File

@@ -9,8 +9,9 @@ namespace Beyond
public class TreesDataContainer : MonoBehaviour
{
public List<TreeStateData> treesData = new List<TreeStateData>();
public bool plantingTutorialRun = false;
}
/*
public class TreePlantingManager : Singleton<TreePlantingManager>
{
//singleton
@@ -26,8 +27,9 @@ namespace Beyond
//jakas lista obiektowa miejscowa
//miejsce
//status
//prefab z animacj¹
//prefab z animacj<EFBFBD>
//trigger?
//plant spot controller
}
*/
}

View File

@@ -100,6 +100,10 @@ namespace Beyond
[Header("Events")] public UnityEvent onHealTree;
[Header("Events")] public UnityEvent<TreeState> onStateChanged;
[Header("Events")] public UnityEvent onFullyGrown;
[Header("Events")] public UnityEvent onPlantValidatorFailed;
public TutorialController m_platingTutorialController;
private bool m_plantingTutorialRun = false;
private bool canPlayCantDoClip = true;
private void Awake()
@@ -435,12 +439,18 @@ namespace Beyond
validatorCollider.enabled = false;
infoText.text = "Plant seed";
plantingCollider.enabled = true;
if (!m_plantingTutorialRun && m_platingTutorialController != null)
{
m_plantingTutorialRun = true;
m_platingTutorialController.StartTutorial();
}
}
else
{
plantingCollider.enabled = false;
infoTextObject.SetActive(true);
infoText.text = "Requires " + itemRequiredToPlant.name;
onPlantValidatorFailed?.Invoke();
}
}
else