龙腾猫跃 4 years ago
parent
commit
205f6eb14d

+ 4 - 0
Assets/Localization/String Localization Shared Data.asset

@@ -23,6 +23,10 @@ MonoBehaviour:
     m_Key: SceneMain/UI/PanControl/TextReload
     m_Metadata:
       m_Items: []
+  - m_Id: 627261102350336
+    m_Key: SceneMain/UITop/PanDeath/TextDeath
+    m_Metadata:
+      m_Items: []
   m_Metadata:
     m_Items: []
   m_KeyGenerator:

+ 4 - 0
Assets/Localization/String Localization_en-US.asset

@@ -26,6 +26,10 @@ MonoBehaviour:
     m_Localized: Reload
     m_Metadata:
       m_Items: []
+  - m_Id: 627261102350336
+    m_Localized: Dead
+    m_Metadata:
+      m_Items: []
   references:
     version: 2
     RefIds: []

+ 4 - 0
Assets/Localization/String Localization_zh-CN.asset

@@ -26,6 +26,10 @@ MonoBehaviour:
     m_Localized: "\u88C5\u586B"
     m_Metadata:
       m_Items: []
+  - m_Id: 627261102350336
+    m_Localized: "\u5BC4"
+    m_Metadata:
+      m_Items: []
   references:
     version: 2
     RefIds: []

File diff suppressed because it is too large
+ 0 - 0
Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/SOURCEHANSANSCN-NORMAL SDF.asset


+ 2 - 2
Assets/Resources/Entities/EnemyMover.cs

@@ -12,8 +12,8 @@ public class EnemyMover : EnemyBase {
     private float turnCooldown = 0f;
     internal override void OnUpdate() {
         bool shouldTurn =
-            (movingLeft && Physics2D.Linecast(transform.position, transform.position + Vector3.left * 0.5f, LayerMask.GetMask("Marker"))) ||
-            (!movingLeft && Physics2D.Linecast(transform.position, transform.position + Vector3.right * 0.5f, LayerMask.GetMask("Marker")));
+            (movingLeft && Physics2D.Linecast(transform.position, transform.position + new Vector3(-0.7f, 0.5f, 0f), LayerMask.GetMask("Marker"))) ||
+            (!movingLeft && Physics2D.Linecast(transform.position, transform.position + new Vector3(0.7f, 0.5f, 0f), LayerMask.GetMask("Marker")));
         if (Mathf.Abs(rb.velocity.x) > 0.0001f && (rb.velocity.x > 0 == movingLeft)) shouldTurn = true;
         turnCooldown -= Time.deltaTime;
         if (shouldTurn && turnCooldown <= 0f) {

+ 17 - 27
Assets/Resources/Entities/EnemyMover.prefab

@@ -11,8 +11,8 @@ GameObject:
   - component: {fileID: 2161513460606968893}
   - component: {fileID: 2161513460606968898}
   - component: {fileID: 2161513460606968899}
-  - component: {fileID: 2161513460606968892}
   - component: {fileID: 2161513460606968897}
+  - component: {fileID: 7324633892514005859}
   m_Layer: 8
   m_Name: EnemyMover
   m_TagString: Enemy
@@ -108,32 +108,6 @@ Rigidbody2D:
   m_SleepingMode: 1
   m_CollisionDetection: 1
   m_Constraints: 4
---- !u!61 &2161513460606968892
-BoxCollider2D:
-  m_ObjectHideFlags: 0
-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 2161513460606968894}
-  m_Enabled: 1
-  m_Density: 1
-  m_Material: {fileID: 0}
-  m_IsTrigger: 0
-  m_UsedByEffector: 0
-  m_UsedByComposite: 0
-  m_Offset: {x: 0, y: 0.5}
-  m_SpriteTilingProperty:
-    border: {x: 0, y: 0, z: 0, w: 0}
-    pivot: {x: 0.5, y: 0}
-    oldSize: {x: 1, y: 1}
-    newSize: {x: 1, y: 1}
-    adaptiveTilingThreshold: 0.5
-    drawMode: 0
-    adaptiveTiling: 0
-  m_AutoTiling: 0
-  serializedVersion: 2
-  m_Size: {x: 1, y: 1}
-  m_EdgeRadius: 0
 --- !u!114 &2161513460606968897
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -164,3 +138,19 @@ MonoBehaviour:
   hp: 5
   knockbackForceH: 40
   knockbackForceV: 10
+--- !u!58 &7324633892514005859
+CircleCollider2D:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 2161513460606968894}
+  m_Enabled: 1
+  m_Density: 1
+  m_Material: {fileID: 6200000, guid: 6a9410bb3043e384eba63a5622b25c09, type: 2}
+  m_IsTrigger: 0
+  m_UsedByEffector: 0
+  m_UsedByComposite: 0
+  m_Offset: {x: 0, y: 0.5}
+  serializedVersion: 2
+  m_Radius: 0.45

+ 34 - 8
Assets/Resources/System/StoryM.cs

@@ -122,18 +122,18 @@ public class StoryM : MonoBehaviour {
         StopCoroutine("HideStoryText");
         yield return new WaitForSeconds(1.5f);
         if (!noDifficulty) {
-            _ = Modules.randomDefault.Next(0, 3) switch {
+            _ = Modules.randomDefault.Next(0, 4) switch {
                 0 => SetStoryText("完了,寄咯!", ""),
-                1 => SetStoryText("哦吼,下次加油吧", ""),
+                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……", ""),
                 _ => throw new System.NotImplementedException(),
             };
         } else {
-            _ = Modules.randomDefault.Next(0, 2) switch {
+            _ = 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("哈?", ""),
+                2 => SetStoryText("嗯?", ""),
                 _ => throw new System.NotImplementedException(),
             };
         }
@@ -196,9 +196,10 @@ 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?", ""));
         yield return StartCoroutine(WaitForStoryText("骰子、骰子……哪儿有骰子……?", ""));
+        SetStoryText("这里一个骰子都没有!", "");
         arrowMax = 0;
         Spawn(Spawner.EnemyType.Mover, 1);
-        yield return StartCoroutine(WaitUntilClear(0, 8f, "这里一个骰子都没有!切题呢?作者到底咋想的?", ""));
+        yield return StartCoroutine(WaitUntilClear(0, 6f, "切题呢?作者到底咋想的?", ""));
         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", ""));
         yield return new WaitForSeconds(2f);
@@ -208,14 +209,14 @@ public class StoryM : MonoBehaviour {
     }
     IEnumerator Stage4() {
         arrowMax = 0; noDifficulty = true;
-        yield return StartCoroutine(WaitUntilPickDice(10f, "看到右边掉下来的东西了么?把它捡起来摇一摇!", ""));
+        yield return StartCoroutine(WaitUntilPickDice(8f, "看到右边掉下来的东西了么?把它捡起来摇一摇!", ""));
         stageCompleted = true;
     }
     IEnumerator Stage5() {
         arrowMax = 0; noDifficulty = true;
-        yield return new WaitForSeconds(1.5f);
+        yield return new WaitForSeconds(1f);
         yield return StartCoroutine(WaitForStoryText("噔噔噔……!", ""));
-        yield return new WaitForSeconds(6f);
+        yield return new WaitForSeconds(7f);
         yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", ""));
         yield return new WaitForSeconds(1.5f);
         Spawn(Spawner.EnemyType.Mover, 1);
@@ -230,7 +231,32 @@ public class StoryM : MonoBehaviour {
     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!", ""));
+        Spawn(Spawner.EnemyType.Shooter, 1);
+        yield return StartCoroutine(WaitForStoryText("感觉如何?", ""));
+        arrowMax = 3;
+        yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", ""));
+        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", ""));
+        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", "");
+        Spawn(Spawner.EnemyType.Mover, 1);
+        yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", ""));
+        stageCompleted = true;
+    }
+    IEnumerator Stage7() {
+        arrowMax = 0; noDifficulty = false;
+        yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", ""));
         yield return new WaitForSeconds(1.5f);
+        SetStoryText("卧槽!", "");
+        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", ""));
     }
     //IEnumerator test() {
     //    while (true) {

+ 39 - 0
Assets/Scenes/SceneMain.unity

@@ -8012,6 +8012,7 @@ GameObject:
   - component: {fileID: 1649923698}
   - component: {fileID: 1649923700}
   - component: {fileID: 1649923699}
+  - component: {fileID: 1649923701}
   m_Layer: 2
   m_Name: TextDeath
   m_TagString: Untagged
@@ -8136,6 +8137,44 @@ CanvasRenderer:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 1649923697}
   m_CullTransparentMesh: 1
+--- !u!114 &1649923701
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1649923697}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 69beb381e244f92449b8c4cf954630e9, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_TrackedObjects:
+  - rid: 2680856030500880386
+  references:
+    version: 2
+    RefIds:
+    - rid: 2680856030500880386
+      type: {class: TrackedUGuiGraphic, ns: UnityEngine.Localization.PropertyVariants.TrackedObjects, asm: Unity.Localization}
+      data:
+        m_Target: {fileID: 1649923699}
+        m_TrackedProperties:
+          items:
+          - rid: 2680856030500880387
+        m_UpdateType: 0
+    - rid: 2680856030500880387
+      type: {class: LocalizedStringProperty, ns: UnityEngine.Localization.PropertyVariants.TrackedProperties, asm: Unity.Localization}
+      data:
+        m_Localized:
+          m_TableReference:
+            m_TableCollectionName: GUID:e3f186d36085a4c16a16dd9c5dead58e
+          m_TableEntryReference:
+            m_KeyId: 627261102350336
+            m_Key: 
+          m_FallbackState: 0
+          m_WaitForCompletion: 0
+          m_LocalVariables: []
+        m_PropertyPath: m_text
 --- !u!1 &1688445079
 GameObject:
   m_ObjectHideFlags: 0

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