First-run onboarding: contextual coach-marks + How-to-Play card + dev replay toggle
Teaches the deep, interlocking loop — especially the inverted win condition (you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043). - OnboardingSystem: client-only observe-only PresentationSystemGroup overlay (own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence with a world-space ▶ pointer; never mutates sim / never destroys a ghost. - OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied + scheme-aware prompts + pointer kinds + persisted-mask helpers). - HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats / Win-Lose), reachable from the main menu and the pause overlay. - Per-client client-local state in GameSettings (TutorialHints + OnboardingMask bitmask, additive) — a Join client keeps its own; a host save-wipe never re-teaches. Settings toggle + menu "Replay Tutorial". - Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch): SettingsService.Boot wipes the mask + forces hints on in-memory every launch so the tutorial always replays fresh. - HudSystem suppresses its own location hint while onboarding is active (single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)]. Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end. Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Tiny static coordination bridge for the first-run onboarding overlay. <see cref="Active"/> is true while a
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/// coach-mark step is on screen (set each frame by <see cref="OnboardingSystem"/>); <see cref="HudSystem"/>
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/// reads it to suppress its own ad-hoc location/gate hint so the player ever sees a single prompt voice.
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/// A presentation-layer static, so it is RESET on play-enter (the CLAUDE.md stale-static rule) to avoid a
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/// stale flag surviving a fast-enter-playmode domain reload and leaving the HUD hint suppressed.
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/// </summary>
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public static class OnboardingState
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{
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/// <summary>True while the coach-mark sequence is the active prompt voice (a step is being shown).</summary>
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public static bool Active;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnPlayEnter() => Active = false;
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}
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}
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