龙腾猫跃 4 anni fa
parent
commit
4a3a700697

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


+ 1 - 2
Assets/Resources/Entities/EnemyBase.cs

@@ -19,8 +19,7 @@ public abstract class EnemyBase : EntityBase {
         currentHp--;
         if (currentHp <= 0) {
             AudioM.Play("enemy_die", 0.5f);
-            transform.localScale = Vector3.zero;
-            Destroy(gameObject, 1); // 防止动画没播放完导致报错
+            transform.localScale = Vector3.zero; Destroy(gameObject, 1); // 防止动画没播放完导致报错
         }
     }
 

+ 5 - 1
Assets/Resources/Entities/Player.cs

@@ -9,6 +9,7 @@ public class Player : EntityBase {
     public static Player instance;
     private void Awake() {
         instance = this;
+        _hp = 3;
     }
 
     internal override bool isPressingCrouch() => InputM.GetKeyEvent(InputM.KeyType.Crouch);
@@ -18,7 +19,7 @@ public class Player : EntityBase {
 
     // 生命
     public RectTransform[] hearts;
-    private static int _hp = 3;
+    private static int _hp;
     public static int hp {
         get { return _hp; }
         set {
@@ -108,6 +109,9 @@ public class Player : EntityBase {
         } else if (currentShootDelay > 0) {
             currentShootDelay -= Time.deltaTime;
         }
+        if (Input.GetKeyDown(InputM.GetKeyRaw(InputM.KeyType.Fire)) && currentBullet == 0 && currentReloadDelay <= 0f) {
+            //TODO: 弹药不足时的提示音效
+        }
         // 更新 UI
         textBullet.text = currentReloadDelay > 0f ?
             "".PadLeft(maxBullet - Mathf.RoundToInt(currentReloadDelay / reloadDelay * maxBullet), "|".ToCharArray().First()) :

+ 7 - 6
Assets/Resources/System/StoryM.cs

@@ -164,16 +164,17 @@ 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, "快点把它们干掉,然后才好继续……", "You have to defeat them to continue..."));
         stageCompleted = true;
     }
     IEnumerator Stage2() {
         arrowMax = 1; noDifficulty = false;
         Spawn(Spawner.EnemyType.Mover, 2);
-        yield return StartCoroutine(WaitForStoryText("哦,教程最后一条……", "Oh, a final reminder before I leave..."));
+        yield return StartCoroutine(WaitForStoryText("哦,教程最后一条……", "Oh, a final reminder before I leave...")); //TODO t 不会leave...
         Spawn(Spawner.EnemyType.Mover, 2);
-        yield return StartCoroutine(WaitForStoryText("弹药不够的时候记得换弹!", "Don't forget to reload the weapon before you run out of ammo!"));
+        yield return StartCoroutine(WaitForStoryText("弹药不够的时候记得右键换弹!", "Don't forget to reload the weapon before you run out of ammo!")); //TODO t
         Spawn(Spawner.EnemyType.Shooter, 1);
+        Spawn(Spawner.EnemyType.Mover, 1);
         SetStoryText("加油,教程结束了!", "There you go, that's end of the tutrial!");
         yield return StartCoroutine(WaitUntilClear(1, 10f, "仔细一看,这个角色的手上连枪都没有……", "Hmm... He does not even have a gun in his hand after a closer look."));
         if (Player.hp < 3) {
@@ -190,13 +191,13 @@ public class StoryM : MonoBehaviour {
         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!"));
         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!\"....."));
+        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);
         yield return StartCoroutine(WaitForStoryText("没有升级,没有装备,没有峰回路转的牛逼剧情", "No upgrade, no equipments, no twist to the plot or any boss to fight."));
         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!", "");
+        SetStoryText("这里一个骰子都没有!", ""); //TODO t 不小心删了一句.jpg
         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?"));
@@ -250,7 +251,7 @@ public class StoryM : MonoBehaviour {
         arrowMax = 0; noDifficulty = false;
         yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", ""));
         yield return new WaitForSeconds(1.5f);
-        SetStoryText("卧槽!", "");
+        SetStoryText("卧槽!小心!", "");
         for (int i = 0; i < Mathf.Max(6, 15 - deathInStage); i++) {
             Spawn(Spawner.EnemyType.Mover, 1);
             yield return new WaitForSeconds(0.4f);

+ 2 - 2
Assets/Scenes/SceneMain.unity

@@ -5798,7 +5798,7 @@ MonoBehaviour:
   textStory: {fileID: 113248110}
   shapeBack: {fileID: 957311951}
   stage: 0
-  panDeath: {fileID: 0}
+  panDeath: {fileID: 1688894993}
 --- !u!114 &1378097951
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -10794,7 +10794,7 @@ AudioSource:
   OutputAudioMixerGroup: {fileID: 0}
   m_audioClip: {fileID: 8300000, guid: fad5f40108e03ec4dbe42eb884f842c1, type: 3}
   m_PlayOnAwake: 1
-  m_Volume: 1
+  m_Volume: 0.2
   m_Pitch: 1
   Loop: 0
   Mute: 0

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