龙腾猫跃 4 years ago
parent
commit
14255eb9f9

+ 1 - 1
Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/SOURCEHANSANSCN-BOLD SDF.asset

@@ -1818,7 +1818,7 @@ Material:
     - _OutlineSoftness: 0
     - _OutlineUVSpeedX: 0
     - _OutlineUVSpeedY: 0
-    - _OutlineWidth: 0.3
+    - _OutlineWidth: 0
     - _PerspectiveFilter: 0.875
     - _Reflectivity: 10
     - _ScaleRatioA: 0.9

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+ 2 - 2
Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/SOURCEHANSANSCN-NORMAL SDF.asset


BIN
Assets/Resources/Entities/Bullet.png


+ 1 - 1
Assets/Resources/Entities/Player.cs

@@ -103,7 +103,7 @@ public class Player : EntityBase {
         if (InputM.GetKeyEvent(InputM.KeyType.Fire) && currentBullet > 0 && currentShootDelay <= 0f && currentReloadDelay <= 0f) {
             AudioM.Play("fire", 0.25f);
             currentBullet--; currentShootDelay = shootDelay;
-            Vector2 fromPos = transform.position + Vector3.up * 0.55f;
+            Vector2 fromPos = transform.position + Vector3.up * ((canCrouch && isPressingCrouch()) ? 0.55f : 1.3f);
             Vector2 toPos = AspectUtility.cam.ScreenToWorldPoint(Input.mousePosition);
             Vector2 shootVector = (toPos - fromPos).normalized;
             GameObject newBullet = Instantiate(bullet, fromPos, Quaternion.identity);

BIN
Assets/Resources/Entities/PlayerDown.png


+ 1 - 1
Assets/Resources/Entities/PlayerDown.png.meta

@@ -47,7 +47,7 @@ TextureImporter:
   spriteMeshType: 1
   alignment: 7
   spritePivot: {x: 0.5, y: 0.5}
-  spritePixelsToUnits: 32
+  spritePixelsToUnits: 128
   spriteBorder: {x: 0, y: 0, z: 0, w: 0}
   spriteGenerateFallbackPhysicsShape: 1
   alphaUsage: 1

BIN
Assets/Resources/Entities/PlayerNormal.png


+ 1 - 1
Assets/Resources/Entities/PlayerNormal.png.meta

@@ -47,7 +47,7 @@ TextureImporter:
   spriteMeshType: 1
   alignment: 7
   spritePivot: {x: 0.5, y: 0.5}
-  spritePixelsToUnits: 32
+  spritePixelsToUnits: 128
   spriteBorder: {x: 0, y: 0, z: 0, w: 0}
   spriteGenerateFallbackPhysicsShape: 1
   alphaUsage: 1

+ 27 - 47
Assets/Resources/System/StoryM.cs

@@ -123,17 +123,17 @@ public class StoryM : MonoBehaviour {
         yield return new WaitForSeconds(1.5f);
         if (!noDifficulty) {
             _ = Modules.randomDefault.Next(0, 4) switch {
-                0 => SetStoryText("完了,寄咯!", ""),
-                1 => SetStoryText("哦吼,下辈子加油吧", ""),
-                2 => SetStoryText("诶,怎么回事?", ""),
-                3 => SetStoryText("还好没开极限模式……", ""),
+                0 => SetStoryText("完了,寄咯!", "Woops, you died!"),
+                1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"),
+                2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"),
+                3 => SetStoryText("还好没开极限模式……", "Luckily I didn't have hardcore mode on..."),
                 _ => throw new System.NotImplementedException(),
             };
         } else {
             _ = Modules.randomDefault.Next(0, 3) switch {
-                0 => SetStoryText("不是吧?这也能死?", ""),
-                1 => SetStoryText("你是特么故意的吧!", ""),
-                2 => SetStoryText("嗯?", ""),
+                0 => SetStoryText("不是吧?这也能死?", "What? How you die from that?"),
+                1 => SetStoryText("你是特么故意的吧!", "Excuse me? Are you doing this on purpose?"),
+                2 => SetStoryText("嗯?", "Hey!"),
                 _ => throw new System.NotImplementedException(),
             };
         }
@@ -164,7 +164,7 @@ public class StoryM : MonoBehaviour {
         yield return StartCoroutine(WaitForStoryText("游戏的按键操作写在了右上角,应该是个人都看得懂", "All control buttons are shown on the top-right corner. I bet nobody can't understand that."));
         SetStoryText("你不如先拿它们俩试试按键吧!", "Now, let's try some buttons with these two cute guys!");
         Spawn(Spawner.EnemyType.Mover, 2);
-        yield return StartCoroutine(WaitUntilClear(0, 10f, "快点把它们干掉,然后才好继续……", "You have to defeat them to continue..."));
+        yield return StartCoroutine(WaitUntilClear(0, 10f, "快点把它干掉,然后才好继续……", "Come on! You have to defeat them to continue..."));
         stageCompleted = true;
     }
     IEnumerator Stage2() {
@@ -189,7 +189,7 @@ public class StoryM : MonoBehaviour {
         Spawn(Spawner.EnemyType.Mover, 1);
         yield return StartCoroutine(WaitForStoryText("说实话啊,我觉得这个游戏有点无聊", "To be honest, I think this game is kind of boring..."));
         Spawn(Spawner.EnemyType.Mover, 1);
-        yield return StartCoroutine(WaitForStoryText("我看了看,这游戏往后的新内容就只剩一种换皮怪了!", "Let's see... We only have one more skin for our monsters!"));
+        yield return StartCoroutine(WaitForStoryText("我看了看,这游戏往后的新内容就只剩一种换皮怪了!", "Let's see... We only have one more skin to replace our monsters!"));
         Spawn(Spawner.EnemyType.Mover, 1);
         yield return StartCoroutine(WaitForStoryText("然后就是“在无限的怪物中生存下来吧!”的无尽模式……", "And then, all we have is endless mode of \"Survive with infinite monsters!\"..."));
         Spawn(Spawner.EnemyType.Mover, 1);
@@ -197,12 +197,12 @@ public class StoryM : MonoBehaviour {
         Spawn(Spawner.EnemyType.Shooter, 1);
         yield return StartCoroutine(WaitForStoryText("并且最重要的是,“丢骰子”的主题呢?", "And most importantly, where's our \"Roll of the Dice\" theme?"));
         yield return StartCoroutine(WaitForStoryText("骰子、骰子……哪儿有骰子……?", "Dice... Dice... Where is the dice...?"));
-        SetStoryText("这里一个骰子都没有!", ""); //TODO t 不小心删了一句.jpg
+        SetStoryText("这里一个骰子都没有!", "Not a single dice here!");
         arrowMax = 0;
         Spawn(Spawner.EnemyType.Mover, 1);
         yield return StartCoroutine(WaitUntilClear(0, 6f, "切题呢?作者到底咋想的?", "What's the point? What's wrong with this author?"));
         noDifficulty = true;
-        yield return StartCoroutine(WaitForStoryText("要不然这样,我们随便拿个东西,把它弄成骰子算了", "Hold on... How about we grab something and make it a dice?"));
+        yield return StartCoroutine(WaitForStoryText("要不然这样,我们随便拿个东西,把它弄成骰子算了", "How about we just grab something and make it a dice?"));
         yield return new WaitForSeconds(2f);
         InputM.DropDice(InputM.KeyType.Fire);
         SetStoryText("嘿,成了!", "Let's go!");
@@ -216,70 +216,50 @@ public class StoryM : MonoBehaviour {
     IEnumerator Stage5() {
         arrowMax = 0; noDifficulty = true;
         yield return new WaitForSeconds(1f);
-        yield return StartCoroutine(WaitForStoryText("噔噔噔……!", ""));
+        yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Pow!"));
         yield return new WaitForSeconds(7f);
-        yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", ""));
+        yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a master piece!"));
         yield return new WaitForSeconds(1.5f);
         Spawn(Spawner.EnemyType.Mover, 1);
         if (Player.hp < 3) {
             Player.hp = 3;
-            yield return StartCoroutine(WaitForStoryText("让我帮你回个血,我们继续!", ""));
+            yield return StartCoroutine(WaitForStoryText("让我帮你回个血,我们继续!", "Let me heal you first and then keep going!"));
         } else {
-            yield return StartCoroutine(WaitForStoryText("来,我们继续!", ""));
+            yield return StartCoroutine(WaitForStoryText("来,我们继续!", "Let's keep going!"));
         }
         stageCompleted = true;
     }
     IEnumerator Stage6() {
         arrowMax = 1; noDifficulty = false;
         Spawn(Spawner.EnemyType.Mover, 3);
-        yield return StartCoroutine(WaitUntilClear(1, 8f, "骰子有六面,按键有六个,完美!", ""));
+        yield return StartCoroutine(WaitUntilClear(1, 8f, "骰子有六面,按键有六个,完美!", "Six sides to six buttons, perfect!"));
         Spawn(Spawner.EnemyType.Shooter, 1);
-        yield return StartCoroutine(WaitForStoryText("感觉如何?", ""));
+        yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
         arrowMax = 3;
-        yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", ""));
+        yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
         Spawn(Spawner.EnemyType.Mover, 2);
-        yield return StartCoroutine(WaitForStoryText("但如果给你太多骰子,那岂不是显得它很……普通", ""));
+        yield return StartCoroutine(WaitForStoryText("但如果给你太多骰子,那岂不是显得它很……普通", "But if I give you too many dices, it will look... ordinary."));
         arrowMax = 1;
         Spawn(Spawner.EnemyType.Mover, 1);
-        yield return StartCoroutine(WaitForStoryText("不如让我们先等等,我先给你看看之前说的新敌人", ""));
-        SetStoryText("额……就是换皮的那个", "");
+        yield return StartCoroutine(WaitForStoryText("不如让我们先等等,我先给你看看之前说的新敌人", "Why don't we wait while I show you the new enemy we were talking about..."));
+        SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
         Spawn(Spawner.EnemyType.Mover, 1);
-        yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", ""));
+        yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
         stageCompleted = true;
     }
     IEnumerator Stage7() {
         arrowMax = 0; noDifficulty = false;
-        yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", ""));
+        yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", "Hold on... I can't find where it is."));
         yield return new WaitForSeconds(1.5f);
-        SetStoryText("卧槽!小心!", "");
+        SetStoryText("卧槽!小心!", ""); // TODO: t
         for (int i = 0; i < Mathf.Max(6, 15 - deathInStage); i++) {
             Spawn(Spawner.EnemyType.Mover, 1);
             yield return new WaitForSeconds(0.4f);
         }
-        yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", ""));
-        yield return StartCoroutine(WaitForStoryText("明明打算之后用来做点装饰的,唉", ""));
+        yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for circular saw blades..."));
+        yield return StartCoroutine(WaitForStoryText("明明打算之后用来做点装饰的,唉", "Awww... I was gonna use it for decoration later."));
     }
-    //IEnumerator test() {
-    //    while (true) {
-    //        Spawn(Spawner.EnemyType.Mover, 3);
-    //        SetStoryText("先刷几个瞎晃悠的", "");
-    //        yield return new WaitForSeconds(3f);
-
-    //        Spawn(Spawner.EnemyType.Shooter);
-    //        SetStoryText("炮塔!", "");
-    //        yield return new WaitForSeconds(2f);
-
-    //        Spawn(Spawner.EnemyType.Heavy, 2);
-    //        SetStoryText("最后是两个贼硬的……", "");
-    //        yield return StartCoroutine(WaitUntilClear(2));
-
-    //        InputM.DropDice(Modules.RandomOne(InputM.keyTypes.ToList()));
-    //        SetStoryText("来一个骰子吧……?", "");
-    //        yield return StartCoroutine(WaitUntilPickDice());
-
-    //        yield return StartCoroutine(WaitForStoryText("准备好,下一轮要来了!", ""));
-    //    }
-    //}
+    
     int arrowMax = 0; float arrowTime = 4f;
     IEnumerator ArrowSpawner() {
         while (true) {

+ 3 - 3
Assets/Scenes/SceneMain.unity

@@ -1732,7 +1732,7 @@ BoxCollider2D:
   m_SpriteTilingProperty:
     border: {x: 0, y: 0, z: 0, w: 0}
     pivot: {x: 0.5, y: 0}
-    oldSize: {x: 1, y: 1.59375}
+    oldSize: {x: 1, y: 2.0078125}
     newSize: {x: 1, y: 1}
     adaptiveTilingThreshold: 0.5
     drawMode: 0
@@ -3046,8 +3046,8 @@ MonoBehaviour:
   m_fontMaterials: []
   m_fontColor32:
     serializedVersion: 2
-    rgba: 4289855400
-  m_fontColor: {r: 0.65882355, g: 1, b: 0.69411767, a: 1}
+    rgba: 4288073471
+  m_fontColor: {r: 1, g: 0.8078699, b: 0.5886792, a: 1}
   m_enableVertexGradient: 0
   m_colorMode: 3
   m_fontColorGradient:

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