龙腾猫跃 4 anni fa
parent
commit
b98ab96caa

+ 8 - 0
Assets/AddressableAssetsData/WebGL.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f9ce7d88697470c4faeca67f494830a5
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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


+ 9 - 0
Assets/Resources/System/AspectUtility.cs

@@ -16,6 +16,15 @@ public class AspectUtility : MonoBehaviour {
         SetCamera();
     }
 
+    float resetTimer = 0f;
+    private void Update() {
+        resetTimer += Time.deltaTime;
+        if (resetTimer > 5f) {
+            resetTimer = 0f;
+            SetCamera();
+        }
+    }
+
     public static void SetCamera() {
         float currentAspectRatio = 0.0f;
         if (Screen.orientation == ScreenOrientation.LandscapeRight ||

+ 18 - 18
Assets/Resources/System/StoryM.cs

@@ -171,7 +171,7 @@ public class StoryM : MonoBehaviour {
         arrowMax = 0; noDifficulty = false;
         yield return new WaitForSeconds(3f);
         yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", "Oh, oh! Hello there!"));
-        yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutrial before we start."));
+        yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutorial before we start."));
         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);
@@ -186,12 +186,12 @@ public class StoryM : MonoBehaviour {
         yield return StartCoroutine(WaitForStoryText("“弹药不够的时候记得右键换弹!”", "Don't forget to reload the weapon using right click before you run out of ammo!"));
         Spawn(Spawner.EnemyType.Shooter, 1);
         Spawn(Spawner.EnemyType.Mover, 1);
-        SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutrial!");
+        SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutorial.");
         yield return StartCoroutine(WaitUntilClear(1, 8f, "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) {
             Player.hp = 3;
             Spawn(Spawner.EnemyType.Mover, 1);
-            yield return StartCoroutine(WaitForStoryText("对了,教程结束得先给你回个血……", "Whoops, I almost forgot to heal you after the tutrial."));
+            yield return StartCoroutine(WaitForStoryText("对了,教程结束得先给你回个血……", "Whoops, I almost forgot to heal you after the tutorial."));
         }
         stageCompleted = true;
     }
@@ -201,7 +201,7 @@ public class StoryM : MonoBehaviour {
         yield return new WaitForSeconds(5f);
         yield return StartCoroutine(WaitForStoryText("说实话啊,我感觉这个游戏有点……敷衍", "To be honest, I think this game is kind of perfunctory..."));
         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!"));
+        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 new enemy with ONLY new skin!"));
         Spawn(Spawner.EnemyType.Mover, 1);
         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... But who plays endless mode?"));
         Spawn(Spawner.EnemyType.Shooter, 1);
@@ -228,7 +228,7 @@ public class StoryM : MonoBehaviour {
     IEnumerator Stage5() {
         arrowMax = 0; noDifficulty = true;
         yield return new WaitForSeconds(1f);
-        yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Deng deng deng!"));
+        yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Ding ding ding!"));
         yield return new WaitForSeconds(7f);
         yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a genius-made dice!"));
         yield return new WaitForSeconds(1.5f);
@@ -254,14 +254,14 @@ public class StoryM : MonoBehaviour {
         arrowMax = 3;
         Spawn(Spawner.EnemyType.Shooter, 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", "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!");
+        SetStoryText("额……就是换皮的那个", "Ugh... That enemy with ONLY new skin.");
         Spawn(Spawner.EnemyType.Mover, 1);
-        yield return StartCoroutine(WaitUntilClear(1, 8f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
+        yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "So just don't hope too much on that..."));
         stageCompleted = true;
     }
     IEnumerator Stage7() {
         arrowMax = 0; noDifficulty = false;
-        yield return StartCoroutine(WaitForStoryText("让我找找那个换皮怪在哪……", "Hold on... I can't find where that skin is."));
+        yield return StartCoroutine(WaitForStoryText("让我找找那个换皮怪在哪……", "Hold on... I can't find where that enemy is."));
         yield return new WaitForSeconds(1.5f);
         SetStoryText("卧槽!小心!", "Geez! Watch out!");
         for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
@@ -269,11 +269,11 @@ public class StoryM : MonoBehaviour {
             yield return new WaitForSeconds(0.4f);
         }
         yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for saw blades..."));
-        yield return StartCoroutine(WaitForStoryText("明明打算之后给宫殿做点装饰的,唉", "Awww... I was gonna use it for decoration in the palace later."));
-        yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", "What if players give bad reviews of this game with such a big problem?"));
+        yield return StartCoroutine(WaitForStoryText("明明打算之后给宫殿做点装饰的,唉", "Aww... I was gonna use it for decoration in the palace later."));
+        yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", "What if players give bad reviews of this game with such a big issue?"));
         if (Player.hp < 3) {
             Player.hp = 3;
-            yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", "Aww, that's a huge trouble... But let me heal you first... "));
+            yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", "Aww, that's a huge trouble... Let me heal you first."));
         } else {
             yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", "Aww, that's a huge trouble..."));
         }
@@ -303,14 +303,14 @@ public class StoryM : MonoBehaviour {
         yield return StartCoroutine(WaitUntilClear(1, 12f, "哇哦……", "Wow!"));
         Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
         yield return StartCoroutine(WaitForStoryText("看起来我低估了骰子™的……", "It seems that I have under underestimate the Button Dice™'s..."));
-        SetStoryText("刺激程度", "Intensity");
+        SetStoryText("刺激程度", "Intensity.");
         yield return StartCoroutine(WaitUntilClear(2, 12f, "这不比原来好玩多了嘛!", "Isn't this more fun than before?"));
         stageCompleted = true;
     }
     IEnumerator Stage11() {
         arrowMax = 2; noDifficulty = false;
         yield return StartCoroutine(WaitForStoryText("既然骰子™能为游戏的玩法带来颠覆性的体验", "Since Dice™ can bring such a revolutionary experience to the gameplay..."));
-        SetStoryText("那我们为啥不再立即多来几颗呢?这不是摆明了越多骰子就越好玩么?", "So why don't we just get a few more dice now? Wouldn't more dice be more fun?");
+        SetStoryText("那我们为啥不再立即多来几颗呢?这不是摆明了越多骰子™就越好玩么?", "So why don't we just get a few more Dice™ now? Wouldn't more Dice™ be more fun?");
         Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
         yield return new WaitForSeconds(1f);
         yield return StartCoroutine(WaitForStoryText("哈?", "Hah?"));
@@ -318,7 +318,7 @@ public class StoryM : MonoBehaviour {
         Spawn(Spawner.EnemyType.Heavy, 1);
         yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", "How did the nut come out at this time?"));
         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", "Ugh... That's the monster what we talking about"));
+        yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", "Ugh... That's the monster what we talking about."));
         Spawn(Spawner.EnemyType.Heavy, deathInStage <= 1 ? 2 : 1);
         yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", "But it will be our final type of enemies!"));
         SetStoryText("没有新敌人、没有新机制……", "No more new enemies, no more new mechanics...");
@@ -354,7 +354,7 @@ public class StoryM : MonoBehaviour {
         Spawn(Spawner.EnemyType.Mover, 1);
         if (Player.hp < 3) {
             Player.hp = 3; arrowMax = 1;
-            yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first..."));
+            yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first."));
         } else {
             yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", "That was a lot harder than I thought..."));
         }
@@ -369,13 +369,13 @@ public class StoryM : MonoBehaviour {
     IEnumerator Stage16() {
         arrowMax = Mathf.Max(3, 5 - deathInStage); arrowTime = 1.5f + deathInStage * 0.1f; noDifficulty = false;
         yield return StartCoroutine(WaitForStoryText("诶?", "Eh?"));
-        yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", "I think we're at the boss level"));
+        yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", "I think we're at the boss level."));
         Spawn(Spawner.EnemyType.Shooter, 1);
         yield return new WaitForSeconds(3f);
         yield return StartCoroutine(WaitForStoryText("似乎……就是一堆螺圈满天飞?倒也符合这游戏的尿性", "Well... just a bunch of coils flying over the sky? At least it fits the nature of this game."));
         Spawn(Spawner.EnemyType.Mover, 2);
         yield return new WaitForSeconds(3f);
-        yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", "After finishing the boss level, you will enter the endless mode..."));
+        yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", "After finishing the boss level, you will enter the endless mode."));
         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", "Hmm... it's just enemies will appear faster and faster, and there will be a timer, blablabla..."));
         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?", "Speaking of the timer, what's the point if there's not a leaderboard?"));
@@ -407,7 +407,7 @@ public class StoryM : MonoBehaviour {
         yield return StartCoroutine(WaitForStoryText("后面还有无尽模式啊!无尽模式!这样可怎么玩?", "There is an endless mode after this! Endless mode! How can this be played?"));
         yield return StartCoroutine(WaitForStoryText("这可咋整啊?", "What should I do?"));
         yield return new WaitForSeconds(2f);
-        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?", "No way! Let me think about it... What if I can fix it by rolling the Dice™ again? Just once or twice will fix it, right?");
+        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?", "No way! Let me think about it... What if I can fix it by rolling the Dice™ again?");
         yield return new WaitForSeconds(1.5f);
         // 结束动画
         respawning = true;

+ 1 - 1
Assets/Resources/UI/bg0.png.meta

@@ -47,7 +47,7 @@ TextureImporter:
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   alignment: 0
   spritePivot: {x: 0.5, y: 0.5}
-  spritePixelsToUnits: 50
+  spritePixelsToUnits: 45
   spriteBorder: {x: 0, y: 0, z: 0, w: 0}
   spriteGenerateFallbackPhysicsShape: 1
   alphaUsage: 1

+ 253 - 373
Assets/Scenes/SceneMain.unity

@@ -1782,22 +1782,6 @@ CompositeCollider2D:
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@@ -1830,22 +1814,22 @@ CompositeCollider2D:
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@@ -1862,22 +1846,22 @@ CompositeCollider2D:
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       - X: -129999900
@@ -1918,6 +1902,22 @@ CompositeCollider2D:
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@@ -3738,7 +3738,7 @@ RectTransform:
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   m_AnchorMin: {x: 1, y: 1}
   m_AnchorMax: {x: 1, y: 1}
-  m_AnchoredPosition: {x: -250, y: -15}
+  m_AnchoredPosition: {x: -265, y: -25}
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-  m_Father: {fileID: 1851392765}
+  m_Father: {fileID: 100270090}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -300, y: 0}
+  m_AnchoredPosition: {x: -250, y: 37.500008}
   m_SizeDelta: {x: 200, y: 200}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &1222581163
@@ -629,17 +672,17 @@ RectTransform:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 1754331884}
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
-  m_Father: {fileID: 1851392765}
+  m_Father: {fileID: 100270090}
   m_RootOrder: 1
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 300, y: 0}
+  m_AnchoredPosition: {x: 250, y: 37.500008}
   m_SizeDelta: {x: 200, y: 200}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -837,10 +880,7 @@ RectTransform:
   m_LocalScale: {x: 0, y: 0, z: 0}
   m_ConstrainProportionsScale: 0
   m_Children:
-  - {fileID: 1222581162}
-  - {fileID: 1754331885}
-  - {fileID: 391652189}
-  - {fileID: 226399614}
+  - {fileID: 100270090}
   m_Father: {fileID: 1836840626}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -878,12 +918,12 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  m_UiScaleMode: 0
+  m_UiScaleMode: 1
   m_ReferencePixelsPerUnit: 100
   m_ScaleFactor: 1
-  m_ReferenceResolution: {x: 800, y: 600}
+  m_ReferenceResolution: {x: 1920, y: 1080}
   m_ScreenMatchMode: 0
-  m_MatchWidthOrHeight: 0
+  m_MatchWidthOrHeight: 0.5
   m_PhysicalUnit: 3
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BIN
cover.png


BIN
cover.psd


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