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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@@ -16,6 +16,7 @@ namespace ProjectM.Client
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VisualElement _root;
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VisualElement _pausePanel;
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VisualElement _settingsPanel;
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VisualElement _howToPanel;
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bool _open;
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/// <summary>True while the pause overlay is shown (BuildSendSystem suspends build-clicks while paused).</summary>
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public static bool Open;
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@@ -49,6 +50,7 @@ namespace ProjectM.Client
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var card = MenuUi.Card("PAUSED");
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card.Add(MenuUi.Button("Resume", () => SetOpen(false)));
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card.Add(MenuUi.Button("Settings", ShowSettings));
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card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
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card.Add(MenuUi.Button("Quit to Menu", WorldLauncher.TeardownToMenu));
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card.Add(MenuUi.Button("Quit to Desktop", Quit));
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_pausePanel.Add(card);
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@@ -61,6 +63,7 @@ namespace ProjectM.Client
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Open = open;
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if (_pausePanel != null) _pausePanel.style.display = open ? DisplayStyle.Flex : DisplayStyle.None;
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if (!open && _settingsPanel != null) { _settingsPanel.RemoveFromHierarchy(); _settingsPanel = null; }
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if (!open && _howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
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if (open) { UnityEngine.Cursor.lockState = CursorLockMode.None; UnityEngine.Cursor.visible = true; }
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}
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@@ -75,6 +78,17 @@ namespace ProjectM.Client
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_root.Add(_settingsPanel);
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}
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void ShowHowToPlay()
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{
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_pausePanel.style.display = DisplayStyle.None;
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_howToPanel = HowToPlayPanel.Build(() =>
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{
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if (_howToPanel != null) { _howToPanel.RemoveFromHierarchy(); _howToPanel = null; }
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_pausePanel.style.display = DisplayStyle.Flex;
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});
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_root.Add(_howToPanel);
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}
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static void Quit()
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{
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#if UNITY_EDITOR
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