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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@@ -12,7 +12,7 @@ namespace ProjectM.Client
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[Serializable]
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public struct GameSettings
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{
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public const int CurrentVersion = 1;
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public const int CurrentVersion = 2;
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public int Version;
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@@ -30,6 +30,13 @@ namespace ProjectM.Client
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public float Music;
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public float Sfx;
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// ---- Onboarding (client-local first-run state; NEVER replicated — a Join client keeps its own,
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// unlike the host-only SaveData) ----
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public int TutorialHints; // 0 = first-run coach-marks off, 1 = on
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public int OnboardingMask; // bitmask of completed coach-mark steps (0 = nothing seen; bit i = step i done)
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public int ForceOnboardingEachLaunch; // DEV: 1 = wipe OnboardingMask + force hints on at every launch so the
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// first-run coach-marks always replay fresh (additive; 0-default off)
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/// <summary>Sensible defaults derived from the current display + active quality level.</summary>
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public static GameSettings Defaults()
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{
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@@ -47,6 +54,9 @@ namespace ProjectM.Client
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Master = 1f,
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Music = 1f,
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Sfx = 1f,
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TutorialHints = 1,
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OnboardingMask = 0,
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ForceOnboardingEachLaunch = 0,
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};
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}
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@@ -65,6 +75,9 @@ namespace ProjectM.Client
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s.Master = Mathf.Clamp01(s.Master);
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s.Music = Mathf.Clamp01(s.Music);
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s.Sfx = Mathf.Clamp01(s.Sfx);
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s.TutorialHints = s.TutorialHints != 0 ? 1 : 0;
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s.ForceOnboardingEachLaunch = s.ForceOnboardingEachLaunch != 0 ? 1 : 0;
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// OnboardingMask is an opaque bitmask — deliberately NOT clamped.
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return s;
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}
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}
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