HerobrineXia před 4 roky
rodič
revize
56030eafb9
1 změnil soubory, kde provedl 19 přidání a 19 odebrání
  1. 19 19
      Assets/Resources/System/StoryM.cs

+ 19 - 19
Assets/Resources/System/StoryM.cs

@@ -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() {
@@ -188,7 +188,7 @@ 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);
@@ -196,12 +196,12 @@ 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!", "");
+        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!");
@@ -215,48 +215,48 @@ 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!", "");
+        SetStoryText("卧槽!", "Shoot!");
         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) {