StoryM.cs 24 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using DG.Tweening;
  4. using UnityEngine;
  5. using UnityEngine.Localization.Settings;
  6. using UnityEngine.UI;
  7. using System.Linq;
  8. public class StoryM : MonoBehaviour {
  9. // 文本
  10. public Text textStory;
  11. public RectTransform shapeBack;
  12. /// <summary>
  13. /// 设置旁白,并返回预期时间。旁白字幕将在预期时间后消失。
  14. /// </summary>
  15. public float SetStoryText(string textCn, string textEn = "English") {
  16. bool isCn = LocalizationSettings.SelectedLocale.LocaleName == "Chinese (Simplified) (zh-CN)";
  17. textStory.text = isCn ? textCn : textEn;
  18. LayoutRebuilder.ForceRebuildLayoutImmediate(textStory.rectTransform);
  19. // 动画
  20. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.3f).SetEase(Ease.OutSine).SetId("StoryBackground");
  21. textStory.text = "";
  22. DOTween.Kill("StoryText"); textStory.DOText(isCn ? textCn : textEn, 0.3f).SetEase(Ease.OutSine).SetId("StoryText");
  23. // 消失
  24. float time = 1f + (isCn ? textCn.Length / 3f : textEn.Split(" ").Length / 4f);
  25. StopCoroutine("WaitForHideStoryText"); StartCoroutine("WaitForHideStoryText", time);
  26. Debug.Log(time + " -> " + textCn);
  27. return time;
  28. }
  29. IEnumerator WaitForStoryText(string textCh, string textEn = "English") {
  30. yield return new WaitForSeconds(SetStoryText(textCh, textEn));
  31. }
  32. IEnumerator WaitForHideStoryText(float delay) {
  33. yield return new WaitForSeconds(delay);
  34. Debug.Log("隐藏:" + delay);
  35. HideStoryText();
  36. }
  37. void HideStoryText() {
  38. StopCoroutine("WaitForHideStoryText");
  39. textStory.text = "";
  40. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX(0, 0.2f).SetId("StoryBackground");
  41. DOTween.Kill("StoryText");
  42. }
  43. // 刷怪
  44. private Dictionary<Spawner.EnemyType, List<Spawner>> spawners = null;
  45. public void Spawn(Spawner.EnemyType type, int count = 1) {
  46. // 初始化
  47. if (spawners == null) {
  48. spawners = new();
  49. foreach (Spawner spawner in FindObjectsOfType<Spawner>()) {
  50. if (spawners.ContainsKey(spawner.type)) {
  51. spawners[spawner.type].Add(spawner);
  52. } else {
  53. spawners[spawner.type] = new() { spawner };
  54. }
  55. }
  56. }
  57. // 实际刷怪
  58. spawners[type].Shuffle();
  59. int id = 0;
  60. for (int i = 0; i < count; i++) {
  61. if (id >= spawners[type].Count) id = 0;
  62. spawners[type][id].Spawn();
  63. id++;
  64. }
  65. }
  66. // 流程控制
  67. IEnumerator WaitUntilClear(int remain, float waitTime = -1, string textCn = "", string textEn = "") {
  68. int targetStage = stage;
  69. while (GetEnemyCount() > remain && !respawning && targetStage == stage) {
  70. if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn);
  71. waitTime -= 0.3f;
  72. yield return new WaitForSeconds(0.3f);
  73. }
  74. }
  75. int GetEnemyCount() => FindObjectsOfType<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().Length;
  76. IEnumerator WaitUntilPickDice(float waitTime = -1, string textCn = "", string textEn = "") {
  77. int targetStage = stage;
  78. while (GetDiceCount() > 0 && !respawning && targetStage == stage) {
  79. if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn);
  80. waitTime -= 0.3f;
  81. yield return new WaitForSeconds(0.3f);
  82. }
  83. }
  84. int GetDiceCount() => FindObjectsOfType<DiceEntity>().Count(dice => !dice.pickedUp);
  85. // 故事
  86. public int stage = 0; private bool stageCompleted = true;
  87. public GameObject panDeath, panWin1, panWin2;
  88. void Start() {
  89. StartCoroutine("ArrowSpawner");
  90. StartCoroutine("Main");
  91. }
  92. IEnumerator Main() {
  93. while (true) {
  94. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyUp(KeyCode.Q)) {
  95. SetStoryText("已跳过阶段:" + stage, "Skip Stage: " + stage);
  96. stageCompleted = true;
  97. }
  98. if (Player.hp <= 0) {
  99. stageCompleted = false;
  100. yield return StartCoroutine("Respawn");
  101. }
  102. if (stageCompleted) {
  103. deathInStage = 0;
  104. stageCompleted = false;
  105. StopCoroutine("Stage" + stage);
  106. stage++;
  107. Debug.Log("已到达阶段:" + stage);
  108. StartCoroutine("Stage" + stage);
  109. }
  110. yield return new WaitForFixedUpdate();
  111. }
  112. }
  113. private int deathInStage = 0; private bool respawning = false, noDifficulty = false;
  114. IEnumerator Respawn() {
  115. deathInStage++; respawning = true;
  116. // 停止场景
  117. arrowMax = 0;
  118. Player.instance.transform.localScale = Vector3.zero;
  119. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  120. Player.instance.enabled = false;
  121. StopCoroutine("Stage" + stage);
  122. StopCoroutine("HideStoryText");
  123. yield return new WaitForSeconds(1.5f);
  124. if (!noDifficulty) {
  125. _ = Modules.randomDefault.Next(0, 4) switch {
  126. 0 => SetStoryText("完了,寄咯!", "Woops, you died!"),
  127. 1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"),
  128. 2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"),
  129. 3 => SetStoryText("还好我没开极限模式……", "Luckily I didn't have hardcore mode on..."),
  130. _ => throw new System.NotImplementedException(),
  131. };
  132. } else {
  133. _ = Modules.randomDefault.Next(0, 3) switch {
  134. 0 => SetStoryText("不是吧?不至于吧?", "What? How you die from that?"), //TODO: t 改了
  135. 1 => SetStoryText("你是特么故意的吧!", "Excuse me? Are you doing this on purpose?"), //TODO: t 肯定语气
  136. 2 => SetStoryText("嗯?", "Hey!"),
  137. _ => throw new System.NotImplementedException(),
  138. };
  139. }
  140. yield return new WaitForSeconds(0.5f);
  141. // 转为黑屏
  142. panDeath.GetComponent<Image>().DOFade(1, 0.3f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(1, 1f);
  143. yield return new WaitForSeconds(0.3f);
  144. // 复原
  145. FindObjectsOfType<EnemyBase>().ToList().ForEach(e => Modules.DestroyGameObject(e.gameObject));
  146. Player.hp = 3;
  147. Player.instance.currentBullet = Player.instance.maxBullet;
  148. yield return new WaitForSeconds(3f);
  149. // 淡出黑屏,玩家重生
  150. respawning = false;
  151. panDeath.GetComponent<Image>().DOFade(0, 0.8f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(0, 0.3f);
  152. Player.instance.enabled = true;
  153. Player.instance.transform.localScale = Vector3.one;
  154. Player.instance.transform.position = new Vector3(-6, 10, 0);
  155. // 继续游戏
  156. yield return new WaitForSeconds(2f);
  157. StartCoroutine("Stage" + stage);
  158. }
  159. IEnumerator Stage1() {
  160. arrowMax = 0; noDifficulty = false;
  161. yield return new WaitForSeconds(3f);
  162. yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", "Oh, oh! Hello there!"));
  163. yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutrial before we start."));
  164. 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."));
  165. 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!");
  166. Spawn(Spawner.EnemyType.Mover, 2);
  167. 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..."));
  168. stageCompleted = true;
  169. }
  170. IEnumerator Stage2() {
  171. arrowMax = 1; noDifficulty = false;
  172. Spawn(Spawner.EnemyType.Mover, 2);
  173. yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave...")); //TODO t
  174. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  175. yield return StartCoroutine(WaitForStoryText("“弹药不够的时候记得右键换弹!”", "Don't forget to reload the weapon before you run out of ammo!")); //TODO t
  176. Spawn(Spawner.EnemyType.Shooter, 1);
  177. Spawn(Spawner.EnemyType.Mover, 1);
  178. SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutrial!");
  179. 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."));
  180. if (Player.hp < 3) {
  181. Player.hp = 3;
  182. Spawn(Spawner.EnemyType.Mover, 1);
  183. 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."));
  184. }
  185. stageCompleted = true;
  186. }
  187. IEnumerator Stage3() {
  188. arrowMax = 3; noDifficulty = false;
  189. Spawn(Spawner.EnemyType.Mover, 1);
  190. 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 boring...")); //TODO: t 文案改了
  191. Spawn(Spawner.EnemyType.Mover, 1);
  192. 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!"));
  193. Spawn(Spawner.EnemyType.Mover, 1);
  194. 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
  195. Spawn(Spawner.EnemyType.Shooter, 1);
  196. 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."));
  197. Spawn(Spawner.EnemyType.Mover, 1);
  198. yield return StartCoroutine(WaitForStoryText("并且最重要的是,说好的“丢骰子”呢?", "And most importantly, where's our \"Roll of the Dice\" theme?")); //TODO t
  199. yield return StartCoroutine(WaitForStoryText("骰子、骰子……让我找找哪儿有骰子……?", "Dice... Dice... Where is the dice...?")); //TODO: t
  200. SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice here!"); //TODO: t
  201. arrowMax = 0;
  202. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  203. 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?"));
  204. noDifficulty = true;
  205. 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?"));
  206. yield return new WaitForSeconds(2f);
  207. InputM.DropDice(InputM.KeyType.Fire);
  208. SetStoryText("嘿,成了!", "Let's go!");
  209. stageCompleted = true;
  210. }
  211. IEnumerator Stage4() {
  212. arrowMax = 0; noDifficulty = true;
  213. 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!"));
  214. stageCompleted = true;
  215. }
  216. IEnumerator Stage5() {
  217. arrowMax = 0; noDifficulty = true;
  218. yield return new WaitForSeconds(1f);
  219. yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Pow!")); //TODO: t 这是在说骰子的音效
  220. yield return new WaitForSeconds(7f);
  221. yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a master piece!")); //TODO: t 是骰子!
  222. yield return new WaitForSeconds(1.5f);
  223. Spawn(Spawner.EnemyType.Mover, 1);
  224. if (Player.hp < 3) {
  225. Player.hp = 3;
  226. yield return StartCoroutine(WaitForStoryText("让我帮你回个血,我们继续!", "Let me heal you first and then keep going!"));
  227. } else {
  228. yield return StartCoroutine(WaitForStoryText("来,我们继续!", "Let's keep going!"));
  229. }
  230. stageCompleted = true;
  231. }
  232. IEnumerator Stage6() {
  233. arrowMax = 1; noDifficulty = false;
  234. Spawn(Spawner.EnemyType.Mover, 3);
  235. yield return StartCoroutine(WaitUntilClear(1, 6f, "骰子有六面,按键有六个,简直完美!", "Six sides to six buttons, perfect!"));
  236. Spawn(Spawner.EnemyType.Shooter, 1);
  237. yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
  238. arrowMax = deathInStage <= 1 ? 3 : 1;
  239. yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
  240. Spawn(Spawner.EnemyType.Mover, 2);
  241. 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."));
  242. arrowMax = 1;
  243. Spawn(Spawner.EnemyType.Shooter, 1);
  244. 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...?"));
  245. SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
  246. Spawn(Spawner.EnemyType.Mover, 1);
  247. yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
  248. stageCompleted = true;
  249. }
  250. IEnumerator Stage7() {
  251. arrowMax = 0; noDifficulty = false;
  252. yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", "Hold on... I can't find where it is."));
  253. yield return new WaitForSeconds(1.5f);
  254. SetStoryText("卧槽!小心!", ""); // TODO: t 这里说的是要掉下来一堆圆锯片了
  255. for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
  256. Spawn(Spawner.EnemyType.Mover, 1);
  257. yield return new WaitForSeconds(0.4f);
  258. }
  259. 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..."));
  260. 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."));
  261. yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", ""));
  262. if (Player.hp < 3) {
  263. Player.hp = 3;
  264. yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", ""));
  265. } else {
  266. yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", ""));
  267. }
  268. yield return StartCoroutine(WaitUntilClear(2, 7f, "我的锯片……", ""));
  269. yield return StartCoroutine(WaitForStoryText("要不然……我再给你一颗特制按键骰子™作为补偿?", ""));
  270. yield return new WaitForSeconds(1f);
  271. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne());
  272. SetStoryText("你的补偿来了!", "");
  273. stageCompleted = true;
  274. }
  275. IEnumerator Stage8() {
  276. arrowMax = 0; noDifficulty = true;
  277. yield return StartCoroutine(WaitUntilPickDice(6f, "难道说你不喜欢特制按键骰子™吗?别吧", ""));
  278. stageCompleted = true;
  279. }
  280. IEnumerator Stage9() {
  281. arrowMax = 0; noDifficulty = true;
  282. yield return new WaitForSeconds(7f);
  283. stageCompleted = true;
  284. }
  285. IEnumerator Stage10() {
  286. arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false;
  287. yield return StartCoroutine(WaitForStoryText("唔,看起来特制按键骰子™的威力还挺大……", ""));
  288. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3);
  289. yield return new WaitForSeconds(1.5f);
  290. SetStoryText("呼,圆锯片看起来也还剩了不少", "");
  291. yield return StartCoroutine(WaitUntilClear(1, 10f, "哇哦……", ""));
  292. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
  293. yield return StartCoroutine(WaitForStoryText("看起来我低估了骰子™的……", ""));
  294. SetStoryText("刺激程度", "");
  295. yield return StartCoroutine(WaitUntilClear(2, 10f, "这不比原来好玩多了嘛!", ""));
  296. stageCompleted = true;
  297. }
  298. IEnumerator Stage11() {
  299. arrowMax = 2; noDifficulty = false;
  300. yield return StartCoroutine(WaitForStoryText("既然骰子™能为游戏的玩法带来颠覆性的体验", ""));
  301. 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?", "");
  302. Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
  303. yield return new WaitForSeconds(1f);
  304. yield return StartCoroutine(WaitForStoryText("哈?", ""));
  305. arrowMax = 3;
  306. Spawn(Spawner.EnemyType.Heavy, 1);
  307. yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", ""));
  308. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  309. yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", ""));
  310. Spawn(Spawner.EnemyType.Heavy, 2);
  311. yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", ""));
  312. SetStoryText("这下就没有任何新东西了!", "");
  313. yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", ""));
  314. stageCompleted = true;
  315. }
  316. IEnumerator Stage12() {
  317. arrowMax = 0; noDifficulty = true;
  318. Spawn(Spawner.EnemyType.Shooter, 1);
  319. yield return StartCoroutine(WaitForStoryText("没有新东西就没有悬念,那玩家就会直接 Alt+F4 走人了", ""));
  320. yield return StartCoroutine(WaitForStoryText("不行……", ""));
  321. SetStoryText("我们需要更多的特制按键骰子™!", "");
  322. yield return new WaitForSeconds(1.5f);
  323. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
  324. stageCompleted = true;
  325. }
  326. IEnumerator Stage13() {
  327. arrowMax = 0; noDifficulty = true;
  328. yield return StartCoroutine(WaitUntilPickDice(10f, "拜托,我就只剩下骰子™了,你不捡还能干什么?", ""));
  329. stageCompleted = true;
  330. }
  331. IEnumerator Stage14() {
  332. arrowMax = 0; noDifficulty = true;
  333. yield return new WaitForSeconds(8f);
  334. stageCompleted = true;
  335. }
  336. IEnumerator Stage15() {
  337. arrowMax = 2; noDifficulty = false;
  338. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  339. yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", ""));
  340. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 3 : 2);
  341. yield return new WaitForSeconds(5f);
  342. Spawn(Spawner.EnemyType.Mover, 1);
  343. if (Player.hp < 3) {
  344. Player.hp = 3; arrowMax = 1;
  345. yield return StartCoroutine(WaitForStoryText("咳咳,总之,先来回个血吧", ""));
  346. } else {
  347. yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", ""));
  348. }
  349. yield return new WaitForSeconds(2f);
  350. SetStoryText("好吧,我承认我可能做得有点过火了……", "");
  351. yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™让我太兴奋了", ""));
  352. Spawn(Spawner.EnemyType.Heavy, 2);
  353. yield return StartCoroutine(WaitForStoryText("我保证!我之后不会再放那么多骰子™了!", ""));
  354. yield return new WaitForSeconds(2f);
  355. stageCompleted = true;
  356. }
  357. IEnumerator Stage16() {
  358. arrowMax = Mathf.Max(4, 9 - deathInStage); arrowTime = 2f; noDifficulty = false;
  359. yield return StartCoroutine(WaitForStoryText("诶?", ""));
  360. yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", ""));
  361. Spawn(Spawner.EnemyType.Shooter, 1);
  362. 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", ""));
  363. yield return new WaitForSeconds(3f);
  364. Spawn(Spawner.EnemyType.Mover, 2);
  365. yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", ""));
  366. Spawn(Spawner.EnemyType.Shooter, 1);
  367. 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", ""));
  368. 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?", ""));
  369. stageCompleted = true;
  370. }
  371. IEnumerator Stage17() {
  372. arrowMax = 0; noDifficulty = true;
  373. yield return StartCoroutine(WaitForStoryText("反正,无尽模式差不多就是这么回事", ""));
  374. yield return new WaitForSeconds(4f);
  375. yield return StartCoroutine(WaitForStoryText("嗯?垫圈停了?结束了?", ""));
  376. yield return new WaitForSeconds(1f);
  377. SetStoryText("那么,在开始无尽模式之前……!", "");
  378. yield return new WaitForSeconds(1f);
  379. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
  380. stageCompleted = true;
  381. }
  382. IEnumerator Stage18() {
  383. arrowMax = 0; noDifficulty = true;
  384. yield return StartCoroutine(WaitUntilPickDice(3f, "无尽模式里我肯定不会再丢骰子™了,真的!", ""));
  385. stageCompleted = true;
  386. }
  387. IEnumerator Stage19() {
  388. arrowMax = 0; noDifficulty = true;
  389. yield return new WaitForSeconds(11f);
  390. yield return StartCoroutine(WaitForStoryText("呃……", ""));
  391. yield return new WaitForSeconds(3f);
  392. yield return StartCoroutine(WaitForStoryText("这可……不太妙……", ""));
  393. yield return StartCoroutine(WaitForStoryText("后面还有无尽模式啊!无尽模式!", ""));
  394. yield return StartCoroutine(WaitForStoryText("这可咋整啊?", ""));
  395. yield return new WaitForSeconds(2f);
  396. 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?", "");
  397. yield return new WaitForSeconds(1.5f);
  398. // 结束动画
  399. respawning = true;
  400. Player.instance.transform.localScale = Vector3.zero;
  401. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  402. Player.instance.enabled = false;
  403. panWin1.SetActive(true);
  404. yield return new WaitForSeconds(1f);
  405. SetStoryText("诶?喂?", "");
  406. yield return new WaitForSeconds(8f);
  407. panWin1.SetActive(false); panWin2.SetActive(true);
  408. Text credit = panWin2.GetComponentInChildren<Text>();
  409. string creditText = credit.text;
  410. credit.text = "";
  411. credit.DOText(creditText, 25f).SetEase(Ease.Linear);
  412. }
  413. int arrowMax = 0; float arrowTime = 4f;
  414. IEnumerator ArrowSpawner() {
  415. while (true) {
  416. yield return new WaitForSeconds(arrowTime);
  417. if (arrowMax > 0) Spawn(Spawner.EnemyType.Arrow, Modules.randomDefault.Next(0, arrowMax));
  418. }
  419. }
  420. }