龙腾猫跃 4 лет назад
Родитель
Сommit
a24fd52149

Разница между файлами не показана из-за своего большого размера
+ 0 - 0
Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/SOURCEHANSANSCN-NORMAL SDF.asset


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

@@ -11,7 +11,7 @@ public class Bullet : MonoBehaviour {
             AudioM.Play("bullet_explode", 0.2f);
             var newBulletHit = GameObject.Instantiate(bulletHit);
             newBulletHit.transform.position = collision.contacts[0].point;
-            newBulletHit.transform.DOScale(Vector3.zero, 0.2f)
+            newBulletHit.transform.DOScale(Vector3.zero, 0.2f).SetEase(Ease.InCirc)
                 .onComplete += () => { Modules.DestroyGameObject(newBulletHit); };
         }
         Modules.DestroyGameObject(gameObject);

+ 1 - 1
Assets/Resources/Entities/BulletHit.prefab

@@ -26,7 +26,7 @@ Transform:
   m_GameObject: {fileID: 1388621396339534014}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 1000, y: 1000, z: 0}
-  m_LocalScale: {x: 0.7, y: 0.7, z: 0.7}
+  m_LocalScale: {x: 0.6, y: 0.6, z: 0.6}
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 0}

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

@@ -18,7 +18,7 @@ public class EnemyShooter : EnemyBase {
         shootCooldown += Time.deltaTime;
         if (shootCooldown < shootDelay) return;
         // Éú³É×Óµ¯
-        AudioM.Play("enemy_shoot", 0.5f); 
+        AudioM.Play("enemy_shoot", 0.3f); 
         shootCooldown = shootDelay * ((float) Modules.randomDefault.NextDouble() * 0.4f - 0.2f);
         GameObject newBullet = Instantiate(bullet, transform);
         newBullet.transform.position += new Vector3(0.5f, -0.5f, 0);

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

@@ -37,7 +37,7 @@ public abstract class EntityBase : MonoBehaviour {
         if (isLand) jumpWolf = jumpWolfTime;
         if (jumpBuffer > 0 && jumpWolf > 0 && jumping < 0) {
             // ²¥·ÅÒôЧ
-            AudioM.Play("jump", 0.6f);
+            AudioM.Play("jump", 0.4f);
 
             speedY = jumpForce;
             jumpBuffer = 0;

+ 57 - 17
Assets/Resources/System/StoryM.cs

@@ -9,7 +9,7 @@ using System.Linq;
 public class StoryM : MonoBehaviour {
 
     // 文本
-    public TMPro.TextMeshProUGUI textStory;
+    public Text textStory;
     public RectTransform shapeBack;
     /// <summary>
     /// 设置旁白,并返回预期时间。旁白字幕将在预期时间后消失。
@@ -19,11 +19,11 @@ public class StoryM : MonoBehaviour {
         textStory.text = isCn ? textCn : textEn;
         LayoutRebuilder.ForceRebuildLayoutImmediate(textStory.rectTransform);
         // 动画
-        textStory.color = Color.black;
-        DOTween.Kill("StoryFont"); textStory.DOColor(Color.white, 0.25f).SetId("StoryFont");
-        DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.15f).SetId("StoryBackground");
+        DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.3f).SetEase(Ease.OutSine).SetId("StoryBackground");
+        textStory.text = "";
+        DOTween.Kill("StoryText"); textStory.DOText(isCn ? textCn : textEn, 0.3f).SetEase(Ease.OutSine).SetId("StoryText");
         // 消失
-        float time = 1f + (isCn ? textCn.Length / 4f : textEn.Split(" ").Length / 4f);
+        float time = 1f + (isCn ? textCn.Length / 3f : textEn.Split(" ").Length / 4f);
         StopCoroutine("WaitForHideStoryText"); StartCoroutine("WaitForHideStoryText", time);
         Debug.Log(time + " -> " + textCn);
         return time;
@@ -40,6 +40,7 @@ public class StoryM : MonoBehaviour {
         StopCoroutine("WaitForHideStoryText");
         textStory.text = "";
         DOTween.Kill("StoryBackground"); shapeBack.DOScaleX(0, 0.2f).SetId("StoryBackground");
+        DOTween.Kill("StoryText");
     }
 
     // 刷怪
@@ -195,7 +196,7 @@ 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 to replace our monsters!"));
         Spawn(Spawner.EnemyType.Mover, 1);
-        yield return StartCoroutine(WaitForStoryText("然后就只剩无尽模式了……但无尽模式谁玩啊?", "And then, all we have is endless mode of \"Survive with infinite monsters!\"...")); //TODO: t 文案改了
+        yield return StartCoroutine(WaitForStoryText("除此之外就只剩无尽模式了……但无尽模式谁玩啊?", "And then, all we have is endless mode of \"Survive with infinite monsters!\"...")); //TODO: t 文案改了
         Spawn(Spawner.EnemyType.Shooter, 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.Mover, 1);
@@ -311,7 +312,7 @@ public class StoryM : MonoBehaviour {
         yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", ""));
         Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
         yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", ""));
-        Spawn(Spawner.EnemyType.Heavy, 1);
+        Spawn(Spawner.EnemyType.Heavy, 2);
         yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", ""));
         SetStoryText("这下就没有任何新东西了!", "");
         yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", ""));
@@ -334,31 +335,70 @@ public class StoryM : MonoBehaviour {
     }
     IEnumerator Stage14() {
         arrowMax = 0; noDifficulty = true;
-        yield return new WaitForSeconds(7f);
+        yield return new WaitForSeconds(8f);
         stageCompleted = true;
     }
     IEnumerator Stage15() {
         arrowMax = 2; noDifficulty = false;
-        yield return StartCoroutine(WaitForStoryText("好嘞", ""));
-        
-        // 大结局
-        InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
+        Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
+        yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", ""));
+        Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 3 : 2);
+        yield return new WaitForSeconds(5f);
+        Spawn(Spawner.EnemyType.Mover, 1);
+        if (Player.hp < 3) {
+            Player.hp = 3; arrowMax = 1;
+            yield return StartCoroutine(WaitForStoryText("咳咳,总之,先来回个血吧", ""));
+        } else {
+            yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", ""));
+        }
+        yield return new WaitForSeconds(2f);
+        SetStoryText("好吧,我承认我可能做得有点过火了……", "");
+        yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™让我太兴奋了", ""));
+        Spawn(Spawner.EnemyType.Heavy, 2);
+        yield return StartCoroutine(WaitForStoryText("我保证!我之后不会再放那么多骰子™了!", ""));
+        yield return new WaitForSeconds(2f);
         stageCompleted = true;
     }
     IEnumerator Stage16() {
-        arrowMax = 0; noDifficulty = true;
-        yield return StartCoroutine(WaitUntilPickDice(10f, "都到这个时候了,还在等啥呢?", ""));
+        arrowMax = Mathf.Max(4, 9 - deathInStage); arrowTime = 2f; noDifficulty = false;
+        yield return StartCoroutine(WaitForStoryText("诶?", ""));
+        yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", ""));
+        Spawn(Spawner.EnemyType.Shooter, 1);
+        yield return StartCoroutine(WaitForStoryText("似乎……就是一堆垫圈满天飞?倒也符合这游戏的尿性", ""));
+        yield return new WaitForSeconds(3f);
+        Spawn(Spawner.EnemyType.Mover, 2);
+        yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", ""));
+        Spawn(Spawner.EnemyType.Shooter, 1);
+        yield return StartCoroutine(WaitForStoryText("嗯……就是敌人会出现得越来越快啊,有个计时器啊,巴拉巴拉", ""));
+        yield return StartCoroutine(WaitUntilClear(0, 10f, "说起来这游戏又没排行榜,那计时器有啥意义?", ""));
         stageCompleted = true;
     }
     IEnumerator Stage17() {
+        arrowMax = 0; noDifficulty = true;
+        yield return StartCoroutine(WaitForStoryText("反正,无尽模式差不多就是这么回事", ""));
+        yield return new WaitForSeconds(4f);
+        yield return StartCoroutine(WaitForStoryText("嗯?垫圈停了?结束了?", ""));
+        yield return new WaitForSeconds(1f);
+        SetStoryText("那么,在开始无尽模式之前……!", "");
+        yield return new WaitForSeconds(1f);
+        InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
+        stageCompleted = true;
+    }
+    IEnumerator Stage18() {
+        arrowMax = 0; noDifficulty = true;
+        yield return StartCoroutine(WaitUntilPickDice(3f, "无尽模式里我肯定不会再丢骰子™了,真的!", ""));
+        stageCompleted = true;
+    }
+    IEnumerator Stage19() {
         arrowMax = 0; noDifficulty = true;
         yield return new WaitForSeconds(11f);
         yield return StartCoroutine(WaitForStoryText("呃……", ""));
         yield return new WaitForSeconds(3f);
         yield return StartCoroutine(WaitForStoryText("这可……不太妙……", ""));
-        yield return StartCoroutine(WaitForStoryText("后面还有无尽模式呢!这可咋整啊?", ""));
+        yield return StartCoroutine(WaitForStoryText("后面还有无尽模式啊!无尽模式!", ""));
+        yield return StartCoroutine(WaitForStoryText("这可咋整啊?", ""));
         yield return new WaitForSeconds(2f);
-        SetStoryText("不行!我再想想办法,例如再重新丢一次骰子™,指不定就好了呢?丢一次不行就两次,对吧?", "");
+        SetStoryText("不行!我再想想办法,如果再重新丢一次骰子™,指不定就好了呢?丢一次不行就两次,对吧?", "");
         yield return new WaitForSeconds(1.5f);
         // 结束动画
         respawning = true;
@@ -373,7 +413,7 @@ public class StoryM : MonoBehaviour {
         Text credit = panWin2.GetComponentInChildren<Text>();
         string creditText = credit.text;
         credit.text = "";
-        credit.DOText(creditText, 20f).SetEase(Ease.Linear);
+        credit.DOText(creditText, 25f).SetEase(Ease.Linear);
     }
 
 

+ 107 - 162
Assets/Scenes/SceneMain.unity

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-  m_LocalScale: {x: 1, y: 1, z: 1}
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   m_AnchorMin: {x: 0.5, y: 0.5}
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