using System.Collections; using System.Collections.Generic; using DG.Tweening; using UnityEngine; using UnityEngine.UI; using System.Linq; public class StoryM : MonoBehaviour { // 文本 public Text textStory; public RectTransform shapeBack; /// /// 设置旁白,并返回预期时间。旁白字幕将在预期时间后消失。 /// public float SetStoryText(string textCn, string textEn = "English") { AudioM.Play("sub"); textStory.text = LanguageM.isChinese ? textCn : textEn; LayoutRebuilder.ForceRebuildLayoutImmediate(textStory.rectTransform); // 动画 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(LanguageM.isChinese ? textCn : textEn, 0.3f).SetEase(Ease.OutSine).SetId("StoryText"); // 消失 float time = 1f + (LanguageM.isChinese ? textCn.Length / 3f : textEn.Split(" ").Length / 3f); StopCoroutine("WaitForHideStoryText"); StartCoroutine("WaitForHideStoryText", time); Debug.Log(time + " -> " + textCn); return time; } IEnumerator WaitForStoryText(string textCh, string textEn = "English") { yield return new WaitForSeconds(SetStoryText(textCh, textEn)); } IEnumerator WaitForHideStoryText(float delay) { yield return new WaitForSeconds(delay); Debug.Log("隐藏:" + delay); HideStoryText(); } void HideStoryText() { StopCoroutine("WaitForHideStoryText"); textStory.text = ""; DOTween.Kill("StoryBackground"); shapeBack.DOScaleX(0, 0.2f).SetId("StoryBackground"); DOTween.Kill("StoryText"); } // 刷怪 private Dictionary> spawners = null; public void Spawn(Spawner.EnemyType type, int count = 1) { // 初始化 if (spawners == null) { spawners = new(); foreach (Spawner spawner in FindObjectsOfType()) { if (spawners.ContainsKey(spawner.type)) { spawners[spawner.type].Add(spawner); } else { spawners[spawner.type] = new() { spawner }; } } } // 实际刷怪 spawners[type].Shuffle(); int id = 0; for (int i = 0; i < count; i++) { if (id >= spawners[type].Count) id = 0; spawners[type][id].Spawn(); id++; } } // 流程控制 IEnumerator WaitUntilClear(int remain, float waitTime = -1, string textCn = "", string textEn = "") { int targetStage = stage; while (GetEnemyCount() > remain && !respawning && targetStage == stage) { if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn); waitTime -= 0.3f; yield return new WaitForSeconds(0.3f); } } int GetEnemyCount() => FindObjectsOfType().Length - FindObjectsOfType().Length; IEnumerator WaitUntilPickDice(float waitTime = -1, string textCn = "", string textEn = "") { int targetStage = stage; while (GetDiceCount() > 0 && !respawning && targetStage == stage) { if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn); waitTime -= 0.3f; yield return new WaitForSeconds(0.3f); } } int GetDiceCount() => FindObjectsOfType().Count(dice => !dice.pickedUp); // 故事 public int stage = 0; private bool stageCompleted = true; public GameObject panDeath, panWin1, panWin2; void Start() { StartCoroutine("ArrowSpawner"); StartCoroutine("Main"); } IEnumerator Main() { while (true) { if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyUp(KeyCode.Q)) { SetStoryText("已跳过阶段:" + stage, "Skip Stage: " + stage); stageCompleted = true; } if (Player.hp <= 0) { stageCompleted = false; yield return StartCoroutine("Respawn"); } if (stageCompleted) { deathInStage = 0; stageCompleted = false; StopCoroutine("Stage" + stage); stage++; Debug.Log("已到达阶段:" + stage); StartCoroutine("Stage" + stage); } yield return new WaitForFixedUpdate(); } } private int deathInStage = 0; private bool respawning = false, noDifficulty = false; IEnumerator Respawn() { AudioM.Play("player_die"); deathInStage++; respawning = true; // 停止场景 arrowMax = 0; Player.instance.transform.localScale = Vector3.zero; Player.instance.GetComponent().velocity = Vector2.zero; Player.instance.enabled = false; StopCoroutine("Stage" + stage); StopCoroutine("HideStoryText"); yield return new WaitForSeconds(1.5f); if (stage == 16 && deathInStage % 3 == 1) { SetStoryText("嘿,你可以蹲下来躲避飞在天上的螺圈!", "Hey, you can dodge these flying coils by crouching down!"); } else if (!noDifficulty) { _ = Modules.randomDefault.Next(0, 6) switch { 0 => SetStoryText("完了,寄咯!", "Woops, you died!"), 1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"), 2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"), 3 => SetStoryText("还好我没开极限模式……", "Luckily I didn't have hardcore mode on..."), 4 => SetStoryText("那叫啥来着……保持你的决心!", "What's that called... KEEP YOUR DETERMINATION!"), 5 => SetStoryText("嗨呀,再多试试吧,能过的啦", "Hey, try again, you can do it!"), _ => throw new System.NotImplementedException(), }; } else { _ = Modules.randomDefault.Next(0, 3) switch { 0 => SetStoryText("不是吧?不至于吧?", "What? How?"), 1 => SetStoryText("你是特么故意的吧!", "Are you doing this on purpose?"), 2 => SetStoryText("嗯?", "Hey!"), _ => throw new System.NotImplementedException(), }; } yield return new WaitForSeconds(0.5f); // 转为黑屏 panDeath.GetComponent().DOFade(1, 0.3f); panDeath.GetComponentInChildren().DOFade(1, 1f); yield return new WaitForSeconds(0.3f); // 复原 FindObjectsOfType().ToList().ForEach(e => Modules.DestroyGameObject(e.gameObject)); Player.hp = 3; Player.instance.currentBullet = Player.instance.maxBullet; yield return new WaitForSeconds(3f); // 淡出黑屏,玩家重生 respawning = false; panDeath.GetComponent().DOFade(0, 0.8f); panDeath.GetComponentInChildren().DOFade(0, 0.3f); Player.instance.enabled = true; Player.instance.transform.localScale = Vector3.one; Player.instance.transform.position = new Vector3(-6, 10, 0); // 继续游戏 yield return new WaitForSeconds(2f); StartCoroutine("Stage" + stage); } IEnumerator Stage1() { 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 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); yield return StartCoroutine(WaitUntilClear(0, 15f, "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() { arrowMax = 1; noDifficulty = false; Spawn(Spawner.EnemyType.Mover, 2); yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave...")); Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1); 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 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 tutorial.")); } stageCompleted = true; } IEnumerator Stage3() { arrowMax = 3; noDifficulty = false; Spawn(Spawner.EnemyType.Mover, 3); 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 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); 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...")); Spawn(Spawner.EnemyType.Mover, 1); yield return StartCoroutine(WaitForStoryText("并且最重要的是,说好的“丢骰子”呢?", "And most importantly, where's \"Roll of the Dice\"?")); yield return StartCoroutine(WaitForStoryText("骰子、骰子……让我找找哪儿有骰子……?", "Dice... Dice... Where is the dice...?")); SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice in this game!"); arrowMax = 0; Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 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", "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!"); stageCompleted = true; } IEnumerator Stage4() { arrowMax = 0; noDifficulty = true; yield return StartCoroutine(WaitUntilPickDice(8f, "看到右边掉下来的东西了么?把它捡起来摇一摇!", "You see the falling stuff on the right? Pick it up and try shaking it!")); stageCompleted = true; } IEnumerator Stage5() { arrowMax = 0; noDifficulty = true; yield return new WaitForSeconds(1f); 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); 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!", "Let me heal you first and then keep going!")); } else { 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,简直完美!", "Six sides to six buttons, perfect!")); Spawn(Spawner.EnemyType.Shooter, 1); yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?")); arrowMax = deathInStage <= 1 ? 3 : 1; 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", "But if I give you too many dice, it will look... ordinary.")); 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 enemy with ONLY new skin."); Spawn(Spawner.EnemyType.Mover, 1); 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 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++) { 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……", "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", "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... Let me heal you first.")); } else { yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", "Aww, that's a huge trouble...")); } yield return StartCoroutine(WaitUntilClear(3, 6f, "我的锯片……", "My saw blades...")); yield return StartCoroutine(WaitForStoryText("要不然……我再给你一颗特制按键骰子™作为补偿?", "How about... I give you another specially made Button Dice™ for compensation?")); yield return new WaitForSeconds(1f); InputM.DropDice(new List() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne()); SetStoryText("你的补偿来了!", "Here is your compensation!"); stageCompleted = true; } IEnumerator Stage8() { arrowMax = 0; noDifficulty = true; yield return StartCoroutine(WaitUntilPickDice(10f, "难道说你不喜欢特制按键骰子™吗?别吧", "Come on! Don't tell me you don't like my Button Dice™!")); stageCompleted = true; } IEnumerator Stage9() { arrowMax = 0; noDifficulty = true; yield return new WaitForSeconds(7f); stageCompleted = true; } IEnumerator Stage10() { arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false; yield return StartCoroutine(WaitForStoryText("唔,看起来特制按键骰子™的威力还挺大……", "Hmm, looks like the Button Dice™ is pretty powerful...")); Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3); yield return new WaitForSeconds(1.5f); SetStoryText("呼,圆锯片看起来也还剩了不少", "Whew, seems to have a lot saw blades left."); 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."); 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?"); Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1); yield return new WaitForSeconds(1f); yield return StartCoroutine(WaitForStoryText("哈?", "Hah?")); arrowMax = 4; 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.")); 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..."); yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", "What an awful day...")); stageCompleted = true; } IEnumerator Stage12() { arrowMax = 0; noDifficulty = true; Spawn(Spawner.EnemyType.Shooter, 1); yield return StartCoroutine(WaitForStoryText("如果没有悬念,那玩家就会直接 Alt+F4 走人了", "If there is no suspense, the player will just press Alt+F4 to leave")); yield return StartCoroutine(WaitForStoryText("不行……", "No...")); SetStoryText("我们需要更多的特制按键骰子™!", "We need more special Button Dice™!"); yield return new WaitForSeconds(1.5f); InputM.DropDice(new List() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne()); stageCompleted = true; } IEnumerator Stage13() { arrowMax = 0; noDifficulty = true; yield return StartCoroutine(WaitUntilPickDice(10f, "拜托,我就只剩下骰子™了,你不捡还能干什么?", "Come on, all I have is Dice™. What else can you do if you don't pick them up?")); stageCompleted = true; } IEnumerator Stage14() { arrowMax = 0; noDifficulty = true; yield return new WaitForSeconds(8f); stageCompleted = true; } IEnumerator Stage15() { arrowMax = 2; noDifficulty = false; Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1); yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", "Wow, the power of three dice...")); 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...")); } yield return new WaitForSeconds(2f); SetStoryText("好吧,我承认我可能做得有点过火了……", "Okay, I admit I may have gone a bit too far..."); yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™可能让我太兴奋了……", "I'm probably too excited about the Dice™...")); Spawn(Spawner.EnemyType.Heavy, 1); yield return StartCoroutine(WaitForStoryText("我保证!我之后不会再放那么多骰子™了!", "I promise! I will not put that many Dice™ again!")); yield return new WaitForSeconds(3f); stageCompleted = true; } 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.")); 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.")); 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?")); 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", "Anyway, that's pretty much what the endless mode is...")); yield return new WaitForSeconds(3f); yield return StartCoroutine(WaitForStoryText("嗯?螺圈停了?结束了?", "Huh? Did the coil stop? Is this the end?")); yield return new WaitForSeconds(1f); SetStoryText("那么,在开始无尽模式之前……!", "So, before we start the endless mode...!"); yield return new WaitForSeconds(1f); InputM.DropDice(new List() { 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!", "I'm definitely not going to roll the Dice™ again in the endless mode, really!")); stageCompleted = true; } IEnumerator Stage19() { arrowMax = 0; noDifficulty = true; yield return new WaitForSeconds(11f); yield return StartCoroutine(WaitForStoryText("呃……", "Ueh...")); yield return new WaitForSeconds(5f); yield return StartCoroutine(WaitForStoryText("这可……不太妙……", "That's... not good...")); yield return new WaitForSeconds(3f); 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?"); yield return new WaitForSeconds(1.5f); // 结束动画 respawning = true; Player.instance.transform.localScale = Vector3.zero; Player.instance.GetComponent().velocity = Vector2.zero; Player.instance.enabled = false; panWin1.SetActive(true); yield return new WaitForSeconds(1f); yield return StartCoroutine(WaitForStoryText("诶?喂?", "Aye? Hello?")); yield return new WaitForSeconds(2f); SetStoryText("还有无尽模式呢?", "Where is the endless mode?"); yield return new WaitForSeconds(4f); panWin1.SetActive(false); panWin2.SetActive(true); Text credit = panWin2.GetComponentInChildren(); credit.text = ""; string cn, en; if (Application.platform == RuntimePlatform.WebGLPlayer) { cn = "作者:Hex Dragon\n   龙腾猫跃、00ll00、HerobrineXia\n\n制作于 GMTK GameJam 2022 \n\n哦,对了,我们似乎忘了加关闭游戏按钮了? \n哦,对,这游戏是在网页上跑的,我管这干嘛…… \n\n感谢你的游玩!"; en = "Author:Hex Dragon\n    LTCat、00ll00、HerobrineXia\n\nMade for GMTK GameJam 2022 \n\nOh yes, it seems that we forget to add the close button? \nOh, this game is running on a web page! Why am I still worried about this? \n\nThanks for playing!"; } else { cn = "作者:Hex Dragon\n   龙腾猫跃、00ll00、HerobrineXia\n\n制作于 GMTK GameJam 2022 \n\n哦,对了,我们似乎忘了加关闭游戏按钮了? \n那……你要不然试试按 Alt + F4……? \n\n感谢你的游玩!"; en = "Author:Hex Dragon\n    LTCat、00ll00、HerobrineXia\n\nMade for GMTK GameJam 2022 \n\nOh yes, it seems that we forget to add the close button? \nWell... You might want try to press Alt + F4...? \n\nThanks for playing!"; } credit.DOText(LanguageM.isChinese ? cn : en, 25f).SetEase(Ease.Linear); } int arrowMax = 0; float arrowTime = 4f; IEnumerator ArrowSpawner() { while (true) { yield return new WaitForSeconds(arrowTime); if (arrowMax > 0) Spawn(Spawner.EnemyType.Arrow, Modules.randomDefault.Next(0, arrowMax)); } } }