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https://github.com/ConjureETS/DeathBook.git
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tutorial completed
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@ -27,6 +27,7 @@ namespace DeathBook.Model
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private float globalAwareness; //on a scale from 0 to 1
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private float globalAwareness; //on a scale from 0 to 1
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public float GlobalAwareness { get { return globalAwareness; } }
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public float GlobalAwareness { get { return globalAwareness; } }
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public int tutorialInt = 0;
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public int tutorialInt = 0;
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public bool allowNext = true;
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private GameStrategy strategy = null;
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private GameStrategy strategy = null;
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public GameStrategy Strategy { get { return strategy; } }
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public GameStrategy Strategy { get { return strategy; } }
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@ -104,11 +104,15 @@ namespace DeathBook.Model
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public bool Kill()
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public bool Kill()
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{
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{
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if (Online)
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if (Online || (LevelManager.Instance.GameLevel.tutorialInt < 4))
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return false;
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return false;
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//Debug.Log("Person " + id + " died!");
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//Debug.Log("Person " + id + " died!");
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alive = false;
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alive = false;
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if (LevelManager.Instance.GameLevel.tutorialInt == 4)
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LevelManager.Instance.GameLevel.allowNext = true;
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foreach (Friendship f in friendsList)
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foreach (Friendship f in friendsList)
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f.Other.NotifyFriendWasKilled();
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f.Other.NotifyFriendWasKilled();
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NotifyObservers();
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NotifyObservers();
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@ -42,21 +42,22 @@ public class NetworkingSphere : MonoBehaviour
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private PersonNode _selectedNode;
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private PersonNode _selectedNode;
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private float _timeSinceLastClick;
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private float _timeSinceLastClick;
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private Level lvl;
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// Used to disable the physics when the user has clicked on a node
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// Used to disable the physics when the user has clicked on a node
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private bool _isRotatingTowardsNode = false;
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private bool _isRotatingTowardsNode = false;
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void Awake()
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void Awake()
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{
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{
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manager = LevelManager.Instance;
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manager = LevelManager.Instance;
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Level lvl = manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius, strategy);
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lvl = manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius, strategy);
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InstantiateNodes(lvl);
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InstantiateNodes(lvl);
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AssignLinks(lvl);
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AssignLinks(lvl);
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rb = GetComponent<Rigidbody>();
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rb = GetComponent<Rigidbody>();
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}
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}
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void OnGUI()
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void OnGUI()
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{
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{
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int time = manager.GameLevel.DayTime;
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int time = manager.GameLevel.DayTime;
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GUI.Button(new Rect(50, 50, 100, 40), Utils.GetTimeString(time));
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GUI.Button(new Rect(50, 50, 100, 40), Utils.GetTimeString(time));
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GUI.Button(new Rect(160, 50, 100, 40), manager.GameLevel.Awareness + "");
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GUI.Button(new Rect(160, 50, 100, 40), manager.GameLevel.Awareness + "");
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@ -97,8 +98,12 @@ public class NetworkingSphere : MonoBehaviour
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delta = new Vector3();
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delta = new Vector3();
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}
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}
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if ((dragging && !_isRotatingTowardsNode)) // && ((lvl.tutorialCount == 0) || (lvl.tutorialCount == 1))
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if ((dragging && !_isRotatingTowardsNode))
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{
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{
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if (lvl.tutorialInt == 1)
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{
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lvl.allowNext = true;
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}
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MoveSphere();
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MoveSphere();
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}
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}
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@ -150,6 +155,9 @@ public class NetworkingSphere : MonoBehaviour
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private void OnNodeClicked(PersonNode node)
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private void OnNodeClicked(PersonNode node)
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{
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{
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if (lvl.tutorialInt == 2)
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lvl.allowNext = true;
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rb.angularVelocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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if (_selectedNode != null)
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if (_selectedNode != null)
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@ -159,7 +167,8 @@ public class NetworkingSphere : MonoBehaviour
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if (!_isRotatingTowardsNode || node != _selectedNode)
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if (!_isRotatingTowardsNode || node != _selectedNode)
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{
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{
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FocusOnNode(node);
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if (lvl.tutorialInt > 1)
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FocusOnNode(node);
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}
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}
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@ -196,6 +205,7 @@ public class NetworkingSphere : MonoBehaviour
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public void FocusOnNode(PersonNode node)
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public void FocusOnNode(PersonNode node)
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{
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{
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StopCoroutine("RotateTowardsNodeCoroutine");
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StopCoroutine("RotateTowardsNodeCoroutine");
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StartCoroutine("RotateTowardsNodeCoroutine", node);
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StartCoroutine("RotateTowardsNodeCoroutine", node);
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@ -5,14 +5,12 @@ using DeathBook.Model;
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public class TutorialScript : MonoBehaviour {
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public class TutorialScript : MonoBehaviour {
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//public int tutorialInt = 0;
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public GameObject panel;
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public GameObject panel;
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public Text tutorialText;
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public Text tutorialText;
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public Button btnNext;
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public Button btnNext;
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private Level lvl;
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private Level lvl;
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// Use this for initialization
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void Start()
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void Start()
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{
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{
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lvl = LevelManager.Instance.GameLevel;
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lvl = LevelManager.Instance.GameLevel;
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@ -20,13 +18,17 @@ public class TutorialScript : MonoBehaviour {
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void Update() {
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void Update() {
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btnNext.enabled = lvl.allowNext;
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if (lvl.tutorialInt == 0)
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if (lvl.tutorialInt == 0)
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{
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{
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Time.timeScale = 0;
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Time.timeScale = 0;
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tutorialText.text = "The facebook servers are full!\nMark Zuckerberg hired you, Death, to kill off a few of his users.\nCareful, or you might scare them away from Mark's website...";
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lvl.allowNext = true;
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//btnNext.onClick
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tutorialText.text = "The facebook servers are full!\nMark Zuckerberg hired you, Death, to kill off a few of his users.\n\nCareful, or you might scare them away from Mark's website...";
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}
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}
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else if (lvl.tutorialInt == 1)
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else if (lvl.tutorialInt == 1)
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{
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{
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@ -34,7 +36,7 @@ public class TutorialScript : MonoBehaviour {
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}
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}
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else if (lvl.tutorialInt == 2)
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else if (lvl.tutorialInt == 2)
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{
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{
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tutorialText.text = "Move around by clicking on the users in the network!";
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tutorialText.text = "Move around by left clicking on the users in the network!";
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}
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}
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else if (lvl.tutorialInt == 3)
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else if (lvl.tutorialInt == 3)
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{
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{
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@ -42,7 +44,13 @@ public class TutorialScript : MonoBehaviour {
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}
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}
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else if (lvl.tutorialInt == 4)
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else if (lvl.tutorialInt == 4)
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{
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{
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tutorialText.text = "Alright, time for our first victim.\nHold the right mouse button over a user until the X appears completely.";
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tutorialText.text = "Alright, time for our first victim.\nHold the LEFT mouse button over a user until the X is complete.\nBeware! The user must be offline to be killed!";
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tutorialText.text += "\n\nYou can hold the mouse button until the user goes offline.";
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}
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else if (lvl.tutorialInt == 5)
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{
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tutorialText.text = "Kill many users to see how the color changes\n\nRemember, as users realize something is wrong with facebook,\nthe entire network will turn red!\n\nHaveFun!";
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lvl.allowNext = true;
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}
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}
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else
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else
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{
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{
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@ -54,10 +62,12 @@ public class TutorialScript : MonoBehaviour {
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public void btnClick()
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public void btnClick()
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{
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{
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lvl.tutorialInt++;
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lvl.tutorialInt++;
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Debug.Log(lvl.tutorialInt + ", aasfasf");
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//Debug.Log(lvl.tutorialInt + ", aasfasf");
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Time.timeScale = 1;
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Time.timeScale = 1;
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tutorialText.text = "eee";
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tutorialText.text = "eee";
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lvl.allowNext = false;
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//panel.transform.Translate(Vector3.right * 100);
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//panel.transform.Translate(Vector3.right * 100);
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}
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}
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@ -7,6 +7,7 @@ using UnityEngine.UI;
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public class UIFriendPicture : MonoBehaviour
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public class UIFriendPicture : MonoBehaviour
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{
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{
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private Person _model;
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private Person _model;
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private Level lvl;
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public Person Model
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public Person Model
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{
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{
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@ -23,11 +24,14 @@ public class UIFriendPicture : MonoBehaviour
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void Awake()
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void Awake()
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{
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{
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lvl = LevelManager.Instance.GameLevel;
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_picture = GetComponent<Image>();
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_picture = GetComponent<Image>();
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}
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}
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public void OnClick()
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public void OnClick()
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{
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{
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if (lvl.tutorialInt == 3)
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lvl.allowNext = true;
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_model.SelectNode();
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_model.SelectNode();
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_model.SelectNode();
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_model.SelectNode();
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}
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}
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