Main menu tutorial UI component (Razor) for the game. Renders an optional debug card, dim layer, highlight rectangles and instruction box for sequential tutorial steps, advances steps, persists progress to PlayerSave, and triggers MainMenu navigation and actions (start game, grant fragments).
@using System;
@using Sandbox;
@using Sandbox.Game.Menu
@using Sandbox.UI;
@inherits PanelComponent
@namespace Sandbox
<root>
@if(_active)
{
@* ── Debug card ── *@
@if(_debugMode)
{
<div class="tut-debug-card">
<div class="tut-debug-title">MM TUT — Step @_step</div>
<div class="tut-debug-row">
<span>BL: @_debugBL.ToString("F1")%</span>
<button class="tut-debug-btn" onclick=@(() => { _debugBL -= 1f; StateHasChanged(); })>◀</button>
<button class="tut-debug-btn" onclick=@(() => { _debugBL += 1f; StateHasChanged(); })>▶</button>
</div>
<div class="tut-debug-row">
<span>BY: @_debugBY.ToString("F0")px</span>
<button class="tut-debug-btn" onclick=@(() => { _debugBY -= 10f; StateHasChanged(); })>▲</button>
<button class="tut-debug-btn" onclick=@(() => { _debugBY += 10f; StateHasChanged(); })>▼</button>
</div>
<div class="tut-debug-row">
<span>BR: @_debugBR.ToString("F1")%</span>
<button class="tut-debug-btn" onclick=@(() => { _debugBR -= 1f; StateHasChanged(); })>◀</button>
<button class="tut-debug-btn" onclick=@(() => { _debugBR += 1f; StateHasChanged(); })>▶</button>
</div>
<div class="tut-debug-row">
<span>HX: @_debugHX.ToString("F1")%</span>
<button class="tut-debug-btn" onclick=@(() => { _debugHX -= 1f; StateHasChanged(); })>◀</button>
<button class="tut-debug-btn" onclick=@(() => { _debugHX += 1f; StateHasChanged(); })>▶</button>
</div>
<div class="tut-debug-row">
<span>HY: @_debugHY.ToString("F0")px</span>
<button class="tut-debug-btn" onclick=@(() => { _debugHY -= 10f; StateHasChanged(); })>▲</button>
<button class="tut-debug-btn" onclick=@(() => { _debugHY += 10f; StateHasChanged(); })>▼</button>
</div>
<div class="tut-debug-row">
<span>HW: @_debugHW.ToString("F0")px</span>
<button class="tut-debug-btn" onclick=@(() => { _debugHW -= 10f; StateHasChanged(); })>◀</button>
<button class="tut-debug-btn" onclick=@(() => { _debugHW += 10f; StateHasChanged(); })>▶</button>
</div>
<div class="tut-debug-row">
<span>HH: @_debugHH.ToString("F0")px</span>
<button class="tut-debug-btn" onclick=@(() => { _debugHH -= 10f; StateHasChanged(); })>▲</button>
<button class="tut-debug-btn" onclick=@(() => { _debugHH += 10f; StateHasChanged(); })>▼</button>
</div>
<button class="tut-debug-log" onclick=@LogCurrentValues>📋 Log</button>
</div>
}
@* ── Dim layer ── *@
<div class="tut-dim"></div>
@* ── Highlight ── *@
@if(_step < _steps.Length && _steps[_step].HW > 0)
{
var s = _steps[_step];
float hx = _debugHX != 0f ? _debugHX : s.HX;
float hy = _debugHY != 0f ? _debugHY : s.HY;
float hw = _debugHW != 0f ? _debugHW : s.HW;
float hh = _debugHH != 0f ? _debugHH : s.HH;
<div class="tut-highlight"
style="left:@hx.ToString("F1")%;top:@hy.ToString("F0")px;width:@hw.ToString("F0")px;height:@hh.ToString("F0")px;">
</div>
}
@* ── Instruction box ── *@
@if(_step < _steps.Length)
{
var s = _steps[_step];
float bl = _debugBL != 0f ? _debugBL : s.BL;
float br = _debugBR != 0f ? _debugBR : s.BR;
float by = _debugBY != 0f ? _debugBY : s.BY;
float boxWidthPct = s.BW > 0f ? (s.BW / 1920f * 100f) : (380f / 1920f * 100f);
string posStyle = br != 0f
? $"left:{(100f - br - boxWidthPct).ToString("F1")}%;"
: $"left:{bl.ToString("F1")}%;";
string boxStyle = $"{posStyle}top:{by.ToString("F0")}px;{(s.BW > 0f ? $"width:{s.BW.ToString("F0")}px;" : "")}";
<div class="tut-box" style="@boxStyle">
<div class="tut-step-count">@(_step + 1) / @_steps.Length</div>
<div class="tut-title">@s.Title</div>
<div class="tut-text">@s.Text</div>
@* Action hint — shown when player must act *@
@if(s.Trigger == MMTutTrigger.HeartPurchased)
{
<div class="tut-action-hint">👆 @s.ActionHint</div>
}
@* Next button — shown on Any steps *@
@if(s.Trigger == MMTutTrigger.Any)
{
<button class="tut-btn-next" onclick=@NextStep>Got it →</button>
}
@* Final step — Play button *@
@if(s.Trigger == MMTutTrigger.Done)
{
<button class="tut-btn-next" onclick=@OnPlayAndComplete>▶ Let's play!</button>
}
</div>
}
}
</root>
@code {
public static MainMenuTutorial Instance { get; private set; }
public bool IsActive => _active;
bool _active = false;
public int Step => _step;
int _step = 0;
// ── Debug mode ──────────────────────────────────────────────────── //
const bool _debugMode = false; // set false before release
float _debugBL = 0f;
float _debugBR = 0f;
float _debugBY = 0f;
float _debugHX = 0f;
float _debugHY = 0f;
float _debugHW = 0f;
float _debugHH = 0f;
void LogCurrentValues()
{
Log.Info($"// MM Step {_step} — {_steps[_step].Title}");
Log.Info($"BL={_debugBL:F1}f, BY={_debugBY:F0}f, BR={_debugBR:F1}f,");
Log.Info($"HX={_debugHX:F1}f, HY={_debugHY:F0}f, HW={_debugHW:F0}f, HH={_debugHH:F0}f");
}
// ── Trigger types ────────────────────────────────────────────────── //
public enum MMTutTrigger
{
Any, // advances via Got it button
HeartPurchased, // advances when player buys Heart consumable
Done, // final step — shows Play button
}
// ── Step data ────────────────────────────────────────────────────── //
public struct MMTutStep
{
public string Title;
public string Text;
public string ActionHint;
public MMTutTrigger Trigger;
public float HX, HY, HW, HH; // highlight
public float BL, BR, BY, BW; // box position
}
// ── Steps ────────────────────────────────────────────────────────── //
// Positions are placeholder — tune with debug card in-game
static readonly MMTutStep[] _steps = new MMTutStep[]
{
// Step 1 — Welcome
new MMTutStep {
Title = "Welcome to 10XPLOSION!",
Text = "Here's a quick tour of how the game works. It'll take 30 seconds.",
Trigger = MMTutTrigger.Any,
HW = 0,
BL = 47f, BY = 370f
},
// Step 2 — Play button
new MMTutStep {
Title = "Play runs to earn 💠 Fragments",
Text = "Fragments are the game's currency. The further you go each run, the more you earn.",
Trigger = MMTutTrigger.Any,
HW = 0,
BL = 47f, BY = 370f
},
// Step 3 — Shop → Modifiers
new MMTutStep {
Title = "The Shop — Modifiers 🎲",
Text = "Spend fragments to unlock Modifiers. These permanently strengthen every run you play. Unlock once, keep forever.",
Trigger = MMTutTrigger.Any,
HX = 40f, HY = 200f, HW = 110f, HH = 40f,
BR = 61f, BY = 120f
},
// Step 4 — Consumables explanation
new MMTutStep {
Title = "Consumables 🎁",
Text = "Consumables are single-use items you bring into a run. Buy them once, use them at any time during a run. A bar will appear in-game when you own one.",
Trigger = MMTutTrigger.Any,
HX = 46f, HY = 200f, HW = 130f, HH = 40f,
BR = 61f, BY = 110
},
// Step 5 — Buy Heart (action step)
new MMTutStep {
Title = "Get yourself a Heart ❤️",
Text = "We've added 100 💠 to your balance. Buy the Heart consumable — it gives you an extra life mid-run when you need it most.",
ActionHint = "Click the buy button on the Heart card",
Trigger = MMTutTrigger.HeartPurchased,
HX = 65f, HY = 860f, HW = 80f, HH = 70f,
BR = 7f, BY = 800f
},
// Step 6 — Pet tab
new MMTutStep {
Title = "Your secret package 📦",
Text = "Play 3 runs to unlock what's inside. This section is for cosmetic skins — coming soon.",
Trigger = MMTutTrigger.Any,
HX = 53f, HY = 360f, HW = 70f, HH = 40f,
BR = 50f, BY = 340f
},
// Step 7 — Bombs
new MMTutStep {
Title = "Unlock new Bombs 💣",
Text = "Different bomb types open up new chain reaction strategies. Mix and match to find your playstyle.",
Trigger = MMTutTrigger.Any,
HX = 57f, HY = 220f, HW = 90f, HH = 40f,
BR = 5f, BY = 130f
},
// Step 8 — Leaderboard
new MMTutStep {
Title = "Compete Globally 🏅",
Text = "The leaderboard tracks your best score, chain reactions, and pet level. How far can you go?",
Trigger = MMTutTrigger.Any,
HX = 75f, HY = 400f, HW = 10f, HH = 10f,
BR = 5f, BY = 160f
},
// Step 9 — Done
new MMTutStep {
Title = "You're ready. 💥",
Text = "Play runs → earn fragments → unlock things → become stronger. Good luck!",
Trigger = MMTutTrigger.Done,
BR = 20f, BY = 370f
},
};
// ── Lifecycle ────────────────────────────────────────────────────── //
protected override void OnStart()
{
Instance = this;
_active = false;
}
public void Activate(PlayerSave save)
{
//var save = ChainReactionGame.Save ?? PlayerSave.Load();
if (save?.MenuTutorialCompleted == true) return;
_step = save?.MenuTutorialStep ?? 0;
_active = true;
ResetDebug();
// If resuming at step 4 (Buy Heart) but heart already purchased, skip it
if (_step == 4 && (save?.GetConsumableCount(ConsumableId.Heart) ?? 0) > 0)
_step = 5;
// Step 3 requires shop/mods to be visible — navigate there
ApplySideEffect(_step);
StateHasChanged();
}
// ── Called from MainMenu when Heart is bought ────────────────────── //
public void OnHeartPurchased()
{
if (!_active || _step >= _steps.Length) return;
if (_steps[_step].Trigger != MMTutTrigger.HeartPurchased) return;
NextStep();
}
// ── Step advancement ─────────────────────────────────────────────── //
void NextStep()
{
_step++;
ResetDebug();
if (_step >= _steps.Length)
{
Complete();
return;
}
// Persist current step so we can resume after crash - save tuto step
var save = PlayerSave.Load();
if (save != null)
{
save.MenuTutorialStep = _step;
save.Save();
}
ApplySideEffect(_step);
Sound.Play("UI_Button");
StateHasChanged();
}
// ── Side effects — navigate tabs automatically ───────────────────── //
void ApplySideEffect(int step)
{
var mm = MainMenu.Instance;
if (mm == null) return;
switch(step)
{
case 2: // Show shop modifiers
mm.SetTabPublic("shop");
mm.SetShopTabPublic("mods");
// Grant frags on step before heart purchase
break;
case 3: // Show consumables
mm.SetTabPublic("shop");
mm.SetShopTabPublic("consumables");
break;
case 4: // Buy Heart — shop consumables + grant frags if not already granted
var save = ChainReactionGame.Save ?? PlayerSave.Load();
if (save != null && !save.TutorialHeartFragsGranted)
{
save.TotalFragments += 100;
save.TutorialHeartFragsGranted = true;
save.Save();
}
mm.SetTabPublic("shop");
mm.SetShopTabPublic("consumables");
mm.ReloadSave();
break;
case 5: // Pet tab
mm.SetTabPublic("shop");
mm.SetShopTabPublic("pets");
break;
case 6: // Bombs
mm.SetTabPublic("shop");
mm.SetShopTabPublic("bombs");
break;
case 7: // Leaderboard
mm.SetTabPublic("lb");
break;
case 8: // Done — no navigation needed
break;
}
}
void Skip() => Complete();
void OnPlayAndComplete()
{
Complete();
MainMenu.Instance?.StartGamePublic();
}
void Complete()
{
_active = false;
// Get save from MainMenu directly
var mm = MainMenu.Instance;
// just use ChainReactionGame.Save or load fresh
var save = PlayerSave.Load();
if (save != null)
{
save.MenuTutorialCompleted = true;
save.MenuTutorialStep = 0;
save.Save();
}
StateHasChanged();
}
void ResetDebug()
{
_debugBL = 0f; _debugBR = 0f; _debugBY = 0f;
_debugHX = 0f; _debugHY = 0f; _debugHW = 0f; _debugHH = 0f;
}
public void ForceReset()
{
_active = false;
_step = 0;
ResetDebug();
StateHasChanged();
}
protected override int BuildHash() =>
System.HashCode.Combine(_active, _step, _debugBL, _debugBY, _debugHX, _debugHY, _debugHW, _debugHH);
}