龙腾猫跃 4 лет назад
Родитель
Сommit
efa6fdb412

Разница между файлами не показана из-за своего большого размера
+ 563 - 561
Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/SOURCEHANSANSCN-BOLD SDF.asset


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


+ 1 - 5
Assets/Resources/Dice/DiceUI.cs

@@ -42,12 +42,8 @@ public class DiceUI : MonoBehaviour {
 
     public bool isDropped = false;
     public void DropDice() {
-        Vector2 currentPos = AspectUtility.cam.ScreenToWorldPoint((Vector2) rectTransform.localPosition);
-        Vector2 currentPos2 = AspectUtility.cam.ScreenToWorldPoint((Vector2) rectTransform.localPosition + rectTransform.sizeDelta);
-        Vector2 currentScale = Vector2.one * 1.11f; //(currentPos2.x - currentPos.x);
-        Debug.Log("Dice scale: " + currentScale);
         DiceEntity diceNew = GameObject.Instantiate(InputM.instance.dicePrefab).GetComponent<DiceEntity>();
-        diceNew.transform.localScale = currentScale;
+        diceNew.transform.localScale = Vector2.one * 1.11f;
         diceNew.transform.position = rectTransform.position;
         diceNew.key = keybind;
         isDropped = true;

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

@@ -125,7 +125,7 @@ Rigidbody2D:
   m_Simulated: 1
   m_UseFullKinematicContacts: 0
   m_UseAutoMass: 0
-  m_Mass: 0.2
+  m_Mass: 0.1
   m_LinearDrag: 0
   m_AngularDrag: 0.05
   m_GravityScale: 0

+ 8 - 8
Assets/Resources/Entities/Player.cs

@@ -6,6 +6,10 @@ using System.Linq;
 using UnityEngine;
 
 public class Player : EntityBase {
+    public static Player instance;
+    private void Awake() {
+        instance = this;
+    }
 
     internal override bool isPressingCrouch() => InputM.GetKeyEvent(InputM.KeyType.Crouch);
     internal override bool isPressDownJump() => InputM.GetKeyEvent(InputM.KeyType.Jump);
@@ -14,14 +18,14 @@ public class Player : EntityBase {
 
     // 生命
     public RectTransform[] hearts;
-    private int _hp = 3;
-    private int hp {
+    private static int _hp = 3;
+    public static int hp {
         get { return _hp; }
         set {
             if (_hp == value) return;
             _hp = value;
             if (_hp == 0) _hp = 3;
-            RefreshHearts();
+            instance.RefreshHearts();
         }
     }
     public float knockbackForceH = 30f, knockbackForceV = 15f;
@@ -44,7 +48,7 @@ public class Player : EntityBase {
             AudioM.Play("hurt");
             rb.velocity = Vector2.zero;
             DOTween.Kill("ScreenShake");
-            Camera.current.DOShakePosition(0.3f, 0.3f, 20).SetId("ScreenShake");
+            Camera.current.DOShakePosition(0.4f, 0.5f, 25).SetId("ScreenShake");
             return true;
         } else {
             return false;
@@ -106,10 +110,6 @@ public class Player : EntityBase {
             currentShootDelay -= Time.deltaTime;
         }
         // 更新 UI
-        {
-
-        }
-        // ���� UI
         textBullet.text = currentReloadDelay > 0f ?
             "".PadLeft(maxBullet - Mathf.RoundToInt(currentReloadDelay / reloadDelay * maxBullet), "|".ToCharArray().First()) :
             "".PadLeft(currentBullet, "|".ToCharArray().First());

+ 117 - 32
Assets/Resources/System/StoryM.cs

@@ -23,7 +23,7 @@ public class StoryM : MonoBehaviour {
         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");
         // 消失
-        float time = 1.5f + (isCn ? textCn.Length / 3f : textEn.Split(" ").Length / 3f);
+        float time = 1f + (isCn ? textCn.Length / 4f : textEn.Split(" ").Length / 4f);
         StopCoroutine("WaitForHideStoryText"); StartCoroutine("WaitForHideStoryText", time);
         Debug.Log(time + " -> " + textCn);
         return time;
@@ -61,51 +61,136 @@ public class StoryM : MonoBehaviour {
     }
 
     // 流程控制
-    IEnumerator WaitUntilClear(int remain = 0) {
-        while (FindObjectsOfType<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().Length > remain) { // 要算上自己
-            yield return new WaitForSeconds(0.1f);
+    IEnumerator WaitUntilClear(int remain, float waitTime = -1, string textCn = "", string textEn = "") {
+        while (GetEnemyCount() > remain) { // 要算上自己
+            if (waitTime >= 0f && waitTime < 0.3f) { // 触发额外对话
+                SetStoryText(textCn, textEn);
+            }
+            waitTime -= 0.3f;
+            yield return new WaitForSeconds(0.3f);
         }
     }
-    IEnumerator WaitUntilPickDice() {
-        while (FindObjectsOfType<DiceEntity>().Length > 0) {
-            yield return new WaitForSeconds(0.1f);
+    int GetEnemyCount() => FindObjectsOfType<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().Length;
+    IEnumerator WaitUntilPickDice(float waitTime = -1, string textCn = "", string textEn = "") {
+        while (GetDiceCount() > 0) {
+            if (waitTime >= 0f && waitTime < 0.3f) { // 触发额外对话
+                SetStoryText(textCn, textEn);
+            }
+            waitTime -= 0.3f;
+            yield return new WaitForSeconds(0.3f);
         }
     }
+    int GetDiceCount() => FindObjectsOfType<DiceEntity>().Length;
 
     // 故事
-    public int stage = 0;
+    public int stage = 0; private bool stageCompleted = true;
     void Start() {
-        StartCoroutine(test());
-        StartCoroutine(spawnArrow());
+        StartCoroutine("ArrowSpawner");
+        StartCoroutine("Main");
     }
-    bool canSpawnArrow = true;
-    IEnumerator test() {
+    IEnumerator Main() {
         while (true) {
-            canSpawnArrow = true;
-            Spawn(Spawner.EnemyType.Mover, 3);
-            SetStoryText("先刷几个瞎晃悠的", "");
-            yield return new WaitForSeconds(3f);
+            if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyUp(KeyCode.Q)) {
+                SetStoryText("已跳过阶段:" + stage, "Skip Stage: " + stage);
+                stageCompleted = true;
+            }
+            if (stageCompleted) {
+                stageCompleted = false;
+                StopCoroutine("Stage" + stage);
+                stage++;
+                StartCoroutine("Stage" + stage);
+            }
+            yield return new WaitForFixedUpdate();
+        }
+    }
+    IEnumerator Stage1() {
+        arrowMax = 0;
+        yield return new WaitForSeconds(3f);
+        yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", ""));
+        yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", ""));
+        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", ""));
+        SetStoryText("你不如先拿它们俩试试按键吧!", "");
+        Spawn(Spawner.EnemyType.Mover, 2);
+        yield return StartCoroutine(WaitUntilClear(0, 10f, "快点把它干掉,然后才好继续……", ""));
+        stageCompleted = true;
+    }
+    IEnumerator Stage2() {
+        arrowMax = 1;
+        Spawn(Spawner.EnemyType.Mover, 2);
+        yield return StartCoroutine(WaitForStoryText("哦,教程最后一条……", ""));
+        Spawn(Spawner.EnemyType.Mover, 2);
+        yield return StartCoroutine(WaitForStoryText("弹药不够的时候记得换弹", ""));
+        Spawn(Spawner.EnemyType.Shooter, 1);
+        SetStoryText("加油,教程结束了!", "");
+        yield return StartCoroutine(WaitUntilClear(1, 10f, "仔细一看,这个角色的手上连枪都没有……", ""));
+        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……", ""));
+        }
+        stageCompleted = true;
+    }
+    IEnumerator Stage3() {
+        arrowMax = 3;
+        Spawn(Spawner.EnemyType.Mover, 1);
+        yield return StartCoroutine(WaitForStoryText("说实话啊,我觉得这个游戏有点无聊", ""));
+        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!", ""));
+        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……", ""));
+        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", ""));
+        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……?", ""));
+        arrowMax = 0;
+        Spawn(Spawner.EnemyType.Mover, 1);
+        yield return StartCoroutine(WaitUntilClear(0, 6f, "这里一个骰子都没有!切题呢?作者到底咋想的?", ""));
+        stageCompleted = true;
+    }
+    IEnumerator Stage4() {
+        arrowMax = 0;
+        Player.hp = 3;
+        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);
+        if (GetDiceCount() == 0) {
+            InputM.DropDice(InputM.KeyType.Fire);
+            SetStoryText("嘿,成了!", "");
+        }
+        yield return StartCoroutine(WaitUntilPickDice(5f, "看到右边掉下来的东西了么?把它捡起来摇一摇!", ""));
+        yield return new WaitForSeconds(2f);
+        yield return StartCoroutine(WaitForStoryText("你看,完美!", ""));
+        stageCompleted = true;
+    }
+    IEnumerator Stage5() {
+        yield return new WaitForSeconds(2f);
+    }
+    //IEnumerator test() {
+    //    while (true) {
+    //        Spawn(Spawner.EnemyType.Mover, 3);
+    //        SetStoryText("先刷几个瞎晃悠的", "");
+    //        yield return new WaitForSeconds(3f);
 
-            Spawn(Spawner.EnemyType.Shooter);
-            SetStoryText("炮塔!", "");
-            yield return new WaitForSeconds(2f);
+    //        Spawn(Spawner.EnemyType.Shooter);
+    //        SetStoryText("炮塔!", "");
+    //        yield return new WaitForSeconds(2f);
 
-            Spawn(Spawner.EnemyType.Heavy, 2);
-            SetStoryText("最后是两个贼硬的……", "");
-            yield return StartCoroutine(WaitUntilClear(2));
+    //        Spawn(Spawner.EnemyType.Heavy, 2);
+    //        SetStoryText("最后是两个贼硬的……", "");
+    //        yield return StartCoroutine(WaitUntilClear(2));
 
-            canSpawnArrow = false;
-            InputM.DropDice(Modules.RandomOne(InputM.keyTypes.ToList()));
-            SetStoryText("来一个骰子吧……?", "");
-            yield return StartCoroutine(WaitUntilPickDice());
+    //        InputM.DropDice(Modules.RandomOne(InputM.keyTypes.ToList()));
+    //        SetStoryText("来一个骰子吧……?", "");
+    //        yield return StartCoroutine(WaitUntilPickDice());
 
-            yield return StartCoroutine(WaitForStoryText("准备好,下一轮要来了!", ""));
-        }
-    }
-    IEnumerator spawnArrow() {
+    //        yield return StartCoroutine(WaitForStoryText("准备好,下一轮要来了!", ""));
+    //    }
+    //}
+    int arrowMax = 0; float arrowTime = 4f;
+    IEnumerator ArrowSpawner() {
         while (true) {
-            yield return new WaitForSeconds(5f);
-            if (canSpawnArrow) Spawn(Spawner.EnemyType.Arrow, 2);
+            yield return new WaitForSeconds(arrowTime);
+            if (arrowMax > 0) Spawn(Spawner.EnemyType.Arrow, Modules.randomDefault.Next(0, arrowMax));
         }
     }
 

+ 9 - 71
Assets/Scenes/SceneMain.unity

@@ -3123,8 +3123,8 @@ MonoBehaviour:
   m_faceColor:
     serializedVersion: 2
     rgba: 4294967295
-  m_fontSize: 35
-  m_fontSizeBase: 35
+  m_fontSize: 39
+  m_fontSizeBase: 39
   m_fontWeight: 400
   m_enableAutoSizing: 0
   m_fontSizeMin: 18
@@ -3812,9 +3812,9 @@ RectTransform:
   m_Father: {fileID: 757919350}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0.5, y: 1}
-  m_AnchorMax: {x: 0.5, y: 1}
-  m_AnchoredPosition: {x: 0, y: 0}
+  m_AnchorMin: {x: 1, y: 1}
+  m_AnchorMax: {x: 1, y: 1}
+  m_AnchoredPosition: {x: -225, y: 0}
   m_SizeDelta: {x: 450, y: 180}
   m_Pivot: {x: 0.5, y: 1}
 --- !u!114 &855117208
@@ -4107,8 +4107,8 @@ MonoBehaviour:
   m_fontMaterials: []
   m_fontColor32:
     serializedVersion: 2
-    rgba: 1157627904
-  m_fontColor: {r: 0, g: 0, b: 0, a: 0.27058825}
+    rgba: 570425343
+  m_fontColor: {r: 1, g: 1, b: 1, a: 0.12941177}
   m_enableVertexGradient: 0
   m_colorMode: 3
   m_fontColorGradient:
@@ -4125,8 +4125,8 @@ MonoBehaviour:
   m_faceColor:
     serializedVersion: 2
     rgba: 4294967295
-  m_fontSize: 35
-  m_fontSizeBase: 35
+  m_fontSize: 39
+  m_fontSizeBase: 39
   m_fontWeight: 400
   m_enableAutoSizing: 0
   m_fontSizeMin: 18
@@ -10058,67 +10058,6 @@ Transform:
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   m_RootOrder: 0
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-    drawMode: 0
-    adaptiveTiling: 0
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-  m_Points:
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-      - {x: -17.5, y: 9.8}
-      - {x: -17.5, y: -10}
-      - {x: 17.5, y: -10}
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+ 277 - 5
Assets/Scenes/SceneMenu.unity

@@ -123,6 +123,276 @@ NavMeshSettings:
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