StoryM.cs 25 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. AudioM.Play("sub");
  17. bool isCn = LocalizationSettings.SelectedLocale.LocaleName == "Chinese (Simplified) (zh-CN)";
  18. textStory.text = isCn ? textCn : textEn;
  19. LayoutRebuilder.ForceRebuildLayoutImmediate(textStory.rectTransform);
  20. // 动画
  21. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.3f).SetEase(Ease.OutSine).SetId("StoryBackground");
  22. textStory.text = "";
  23. DOTween.Kill("StoryText"); textStory.DOText(isCn ? textCn : textEn, 0.3f).SetEase(Ease.OutSine).SetId("StoryText");
  24. // 消失
  25. float time = 1f + (isCn ? textCn.Length / 3f : textEn.Split(" ").Length / 4f);
  26. StopCoroutine("WaitForHideStoryText"); StartCoroutine("WaitForHideStoryText", time);
  27. Debug.Log(time + " -> " + textCn);
  28. return time;
  29. }
  30. IEnumerator WaitForStoryText(string textCh, string textEn = "English") {
  31. yield return new WaitForSeconds(SetStoryText(textCh, textEn));
  32. }
  33. IEnumerator WaitForHideStoryText(float delay) {
  34. yield return new WaitForSeconds(delay);
  35. Debug.Log("隐藏:" + delay);
  36. HideStoryText();
  37. }
  38. void HideStoryText() {
  39. StopCoroutine("WaitForHideStoryText");
  40. textStory.text = "";
  41. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX(0, 0.2f).SetId("StoryBackground");
  42. DOTween.Kill("StoryText");
  43. }
  44. // 刷怪
  45. private Dictionary<Spawner.EnemyType, List<Spawner>> spawners = null;
  46. public void Spawn(Spawner.EnemyType type, int count = 1) {
  47. // 初始化
  48. if (spawners == null) {
  49. spawners = new();
  50. foreach (Spawner spawner in FindObjectsOfType<Spawner>()) {
  51. if (spawners.ContainsKey(spawner.type)) {
  52. spawners[spawner.type].Add(spawner);
  53. } else {
  54. spawners[spawner.type] = new() { spawner };
  55. }
  56. }
  57. }
  58. // 实际刷怪
  59. spawners[type].Shuffle();
  60. int id = 0;
  61. for (int i = 0; i < count; i++) {
  62. if (id >= spawners[type].Count) id = 0;
  63. spawners[type][id].Spawn();
  64. id++;
  65. }
  66. }
  67. // 流程控制
  68. IEnumerator WaitUntilClear(int remain, float waitTime = -1, string textCn = "", string textEn = "") {
  69. int targetStage = stage;
  70. while (GetEnemyCount() > remain && !respawning && targetStage == stage) {
  71. if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn);
  72. waitTime -= 0.3f;
  73. yield return new WaitForSeconds(0.3f);
  74. }
  75. }
  76. int GetEnemyCount() => FindObjectsOfType<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().Length;
  77. IEnumerator WaitUntilPickDice(float waitTime = -1, string textCn = "", string textEn = "") {
  78. int targetStage = stage;
  79. while (GetDiceCount() > 0 && !respawning && targetStage == stage) {
  80. if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn);
  81. waitTime -= 0.3f;
  82. yield return new WaitForSeconds(0.3f);
  83. }
  84. }
  85. int GetDiceCount() => FindObjectsOfType<DiceEntity>().Count(dice => !dice.pickedUp);
  86. // 故事
  87. public int stage = 0; private bool stageCompleted = true;
  88. public GameObject panDeath, panWin1, panWin2;
  89. void Start() {
  90. StartCoroutine("ArrowSpawner");
  91. StartCoroutine("Main");
  92. }
  93. IEnumerator Main() {
  94. while (true) {
  95. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyUp(KeyCode.Q)) {
  96. SetStoryText("已跳过阶段:" + stage, "Skip Stage: " + stage);
  97. stageCompleted = true;
  98. }
  99. if (Player.hp <= 0) {
  100. stageCompleted = false;
  101. yield return StartCoroutine("Respawn");
  102. }
  103. if (stageCompleted) {
  104. deathInStage = 0;
  105. stageCompleted = false;
  106. StopCoroutine("Stage" + stage);
  107. stage++;
  108. Debug.Log("已到达阶段:" + stage);
  109. StartCoroutine("Stage" + stage);
  110. }
  111. yield return new WaitForFixedUpdate();
  112. }
  113. }
  114. private int deathInStage = 0; private bool respawning = false, noDifficulty = false;
  115. IEnumerator Respawn() {
  116. AudioM.Play("player_die");
  117. deathInStage++; respawning = true;
  118. // 停止场景
  119. arrowMax = 0;
  120. Player.instance.transform.localScale = Vector3.zero;
  121. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  122. Player.instance.enabled = false;
  123. StopCoroutine("Stage" + stage);
  124. StopCoroutine("HideStoryText");
  125. yield return new WaitForSeconds(1.5f);
  126. if (stage == 16 && deathInStage % 3 == 1) {
  127. SetStoryText("嘿,你可以蹲下来躲避飞在天上的螺圈!", "Hey, you can dodge these flying coil by crouching down!");
  128. } else if (!noDifficulty) {
  129. _ = Modules.randomDefault.Next(0, 6) switch {
  130. 0 => SetStoryText("完了,寄咯!", "Woops, you died!"),
  131. 1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"),
  132. 2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"),
  133. 3 => SetStoryText("还好我没开极限模式……", "Luckily I didn't have hardcore mode on..."),
  134. 4 => SetStoryText("那叫啥来着……保持你的决心!", "What's that called... KEEP YOUR DETERMINATION!"),
  135. 5 => SetStoryText("嗨呀,再多试试吧,能过的啦", "Hey, try again, you can do it!"),
  136. _ => throw new System.NotImplementedException(),
  137. };
  138. } else {
  139. _ = Modules.randomDefault.Next(0, 3) switch {
  140. 0 => SetStoryText("不是吧?不至于吧?", "What? How?"),
  141. 1 => SetStoryText("你是特么故意的吧!", "Are you doing this on purpose?"),
  142. 2 => SetStoryText("嗯?", "Hey!"),
  143. _ => throw new System.NotImplementedException(),
  144. };
  145. }
  146. yield return new WaitForSeconds(0.5f);
  147. // 转为黑屏
  148. panDeath.GetComponent<Image>().DOFade(1, 0.3f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(1, 1f);
  149. yield return new WaitForSeconds(0.3f);
  150. // 复原
  151. FindObjectsOfType<EnemyBase>().ToList().ForEach(e => Modules.DestroyGameObject(e.gameObject));
  152. Player.hp = 3;
  153. Player.instance.currentBullet = Player.instance.maxBullet;
  154. yield return new WaitForSeconds(3f);
  155. // 淡出黑屏,玩家重生
  156. respawning = false;
  157. panDeath.GetComponent<Image>().DOFade(0, 0.8f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(0, 0.3f);
  158. Player.instance.enabled = true;
  159. Player.instance.transform.localScale = Vector3.one;
  160. Player.instance.transform.position = new Vector3(-6, 10, 0);
  161. // 继续游戏
  162. yield return new WaitForSeconds(2f);
  163. StartCoroutine("Stage" + stage);
  164. }
  165. IEnumerator Stage1() {
  166. arrowMax = 0; noDifficulty = false;
  167. yield return new WaitForSeconds(3f);
  168. yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", "Oh, oh! Hello there!"));
  169. yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutrial before we start."));
  170. 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."));
  171. 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!");
  172. Spawn(Spawner.EnemyType.Mover, 2);
  173. 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..."));
  174. stageCompleted = true;
  175. }
  176. IEnumerator Stage2() {
  177. arrowMax = 1; noDifficulty = false;
  178. Spawn(Spawner.EnemyType.Mover, 2);
  179. yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave..."));
  180. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  181. 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!"));
  182. Spawn(Spawner.EnemyType.Shooter, 1);
  183. Spawn(Spawner.EnemyType.Mover, 1);
  184. SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutrial!");
  185. 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."));
  186. if (Player.hp < 3) {
  187. Player.hp = 3;
  188. Spawn(Spawner.EnemyType.Mover, 1);
  189. 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."));
  190. }
  191. stageCompleted = true;
  192. }
  193. IEnumerator Stage3() {
  194. arrowMax = 3; noDifficulty = false;
  195. Spawn(Spawner.EnemyType.Mover, 3);
  196. yield return new WaitForSeconds(5f);
  197. 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..."));
  198. Spawn(Spawner.EnemyType.Mover, 1);
  199. 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!"));
  200. Spawn(Spawner.EnemyType.Mover, 1);
  201. 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?"));
  202. Spawn(Spawner.EnemyType.Shooter, 1);
  203. 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."));
  204. Spawn(Spawner.EnemyType.Mover, 1);
  205. 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\"?"));
  206. yield return StartCoroutine(WaitForStoryText("骰子、骰子……让我找找哪儿有骰子……?", "Dice... Dice... Where is the dice...?"));
  207. SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice in this game!");
  208. arrowMax = 0;
  209. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  210. 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?"));
  211. noDifficulty = true;
  212. 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?"));
  213. yield return new WaitForSeconds(2f);
  214. InputM.DropDice(InputM.KeyType.Fire);
  215. SetStoryText("嘿,成了!", "Let's go!");
  216. stageCompleted = true;
  217. }
  218. IEnumerator Stage4() {
  219. arrowMax = 0; noDifficulty = true;
  220. 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!"));
  221. stageCompleted = true;
  222. }
  223. IEnumerator Stage5() {
  224. arrowMax = 0; noDifficulty = true;
  225. yield return new WaitForSeconds(1f);
  226. yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Deng deng deng!"));
  227. yield return new WaitForSeconds(7f);
  228. yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a genius-made dice!"));
  229. yield return new WaitForSeconds(1.5f);
  230. Spawn(Spawner.EnemyType.Mover, 1);
  231. if (Player.hp < 3) {
  232. Player.hp = 3;
  233. yield return StartCoroutine(WaitForStoryText("让我帮你回个血,我们继续!", "Let me heal you first and then keep going!"));
  234. } else {
  235. yield return StartCoroutine(WaitForStoryText("来,我们继续!", "Let's keep going!"));
  236. }
  237. stageCompleted = true;
  238. }
  239. IEnumerator Stage6() {
  240. arrowMax = 1; noDifficulty = false;
  241. Spawn(Spawner.EnemyType.Mover, 3);
  242. 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!"));
  243. Spawn(Spawner.EnemyType.Shooter, 1);
  244. yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
  245. arrowMax = deathInStage <= 1 ? 3 : 1;
  246. yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
  247. Spawn(Spawner.EnemyType.Mover, 2);
  248. 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."));
  249. arrowMax = 3;
  250. Spawn(Spawner.EnemyType.Shooter, 1);
  251. 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...?"));
  252. SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
  253. Spawn(Spawner.EnemyType.Mover, 1);
  254. yield return StartCoroutine(WaitUntilClear(1, 8f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
  255. stageCompleted = true;
  256. }
  257. IEnumerator Stage7() {
  258. arrowMax = 0; noDifficulty = false;
  259. 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."));
  260. yield return new WaitForSeconds(1.5f);
  261. SetStoryText("卧槽!小心!", "Geez! Watch out!");
  262. for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
  263. Spawn(Spawner.EnemyType.Mover, 1);
  264. yield return new WaitForSeconds(0.4f);
  265. }
  266. yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for saw blades..."));
  267. 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."));
  268. 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?"));
  269. if (Player.hp < 3) {
  270. Player.hp = 3;
  271. 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... "));
  272. } else {
  273. yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", "Aww, that's a huge trouble..."));
  274. }
  275. yield return StartCoroutine(WaitUntilClear(3, 6f, "我的锯片……", "My saw blades..."));
  276. 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?"));
  277. yield return new WaitForSeconds(1f);
  278. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne());
  279. SetStoryText("你的补偿来了!", "Here is your compensation!");
  280. stageCompleted = true;
  281. }
  282. IEnumerator Stage8() {
  283. arrowMax = 0; noDifficulty = true;
  284. 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™!"));
  285. stageCompleted = true;
  286. }
  287. IEnumerator Stage9() {
  288. arrowMax = 0; noDifficulty = true;
  289. yield return new WaitForSeconds(7f);
  290. stageCompleted = true;
  291. }
  292. IEnumerator Stage10() {
  293. arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false;
  294. 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..."));
  295. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3);
  296. yield return new WaitForSeconds(1.5f);
  297. SetStoryText("呼,圆锯片看起来也还剩了不少", "Whew, seems to have a lot saw blades left.");
  298. yield return StartCoroutine(WaitUntilClear(1, 12f, "哇哦……", "Wow!"));
  299. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
  300. 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..."));
  301. SetStoryText("刺激程度", "Intensity");
  302. yield return StartCoroutine(WaitUntilClear(2, 12f, "这不比原来好玩多了嘛!", "Isn't this more fun than before?"));
  303. stageCompleted = true;
  304. }
  305. IEnumerator Stage11() {
  306. arrowMax = 2; noDifficulty = false;
  307. 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..."));
  308. 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?");
  309. Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
  310. yield return new WaitForSeconds(1f);
  311. yield return StartCoroutine(WaitForStoryText("哈?", "Hah?"));
  312. arrowMax = 4;
  313. Spawn(Spawner.EnemyType.Heavy, 1);
  314. 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?"));
  315. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  316. 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"));
  317. Spawn(Spawner.EnemyType.Heavy, deathInStage <= 1 ? 2 : 1);
  318. yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", "But it will be our final type of enemies!"));
  319. SetStoryText("没有新敌人、没有新机制……", "No more new enemies, no more new mechanics...");
  320. yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", "What an awful day..."));
  321. stageCompleted = true;
  322. }
  323. IEnumerator Stage12() {
  324. arrowMax = 0; noDifficulty = true;
  325. Spawn(Spawner.EnemyType.Shooter, 1);
  326. 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"));
  327. yield return StartCoroutine(WaitForStoryText("不行……", "No..."));
  328. SetStoryText("我们需要更多的特制按键骰子™!", "We need more special Button Dice™!");
  329. yield return new WaitForSeconds(1.5f);
  330. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
  331. stageCompleted = true;
  332. }
  333. IEnumerator Stage13() {
  334. arrowMax = 0; noDifficulty = true;
  335. 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?"));
  336. stageCompleted = true;
  337. }
  338. IEnumerator Stage14() {
  339. arrowMax = 0; noDifficulty = true;
  340. yield return new WaitForSeconds(8f);
  341. stageCompleted = true;
  342. }
  343. IEnumerator Stage15() {
  344. arrowMax = 2; noDifficulty = false;
  345. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  346. yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", "Wow, the power of three dice..."));
  347. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 3 : 2);
  348. yield return new WaitForSeconds(5f);
  349. Spawn(Spawner.EnemyType.Mover, 1);
  350. if (Player.hp < 3) {
  351. Player.hp = 3; arrowMax = 1;
  352. yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first..."));
  353. } else {
  354. yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", "That was a lot harder than I thought..."));
  355. }
  356. yield return new WaitForSeconds(2f);
  357. 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...");
  358. yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™可能让我太兴奋了……", "I'm probably too excited about the Dice™..."));
  359. Spawn(Spawner.EnemyType.Heavy, 1);
  360. 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!"));
  361. yield return new WaitForSeconds(3f);
  362. stageCompleted = true;
  363. }
  364. IEnumerator Stage16() {
  365. arrowMax = Mathf.Max(3, 5 - deathInStage); arrowTime = 1.5f + deathInStage * 0.1f; noDifficulty = false;
  366. yield return StartCoroutine(WaitForStoryText("诶?", ""));
  367. yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", ""));
  368. Spawn(Spawner.EnemyType.Shooter, 1);
  369. yield return new WaitForSeconds(3f);
  370. 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", ""));
  371. Spawn(Spawner.EnemyType.Mover, 2);
  372. yield return new WaitForSeconds(3f);
  373. yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", ""));
  374. Spawn(Spawner.EnemyType.Shooter, 1);
  375. 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", ""));
  376. 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?", ""));
  377. stageCompleted = true;
  378. }
  379. IEnumerator Stage17() {
  380. arrowMax = 0; noDifficulty = true;
  381. yield return StartCoroutine(WaitForStoryText("反正,无尽模式差不多就是这么回事", ""));
  382. yield return new WaitForSeconds(3f);
  383. yield return StartCoroutine(WaitForStoryText("嗯?螺圈停了?结束了?", ""));
  384. yield return new WaitForSeconds(1f);
  385. SetStoryText("那么,在开始无尽模式之前……!", "");
  386. yield return new WaitForSeconds(1f);
  387. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
  388. stageCompleted = true;
  389. }
  390. IEnumerator Stage18() {
  391. arrowMax = 0; noDifficulty = true;
  392. yield return StartCoroutine(WaitUntilPickDice(3f, "无尽模式里我肯定不会再丢骰子™了,真的!", ""));
  393. stageCompleted = true;
  394. }
  395. IEnumerator Stage19() {
  396. arrowMax = 0; noDifficulty = true;
  397. yield return new WaitForSeconds(11f);
  398. yield return StartCoroutine(WaitForStoryText("呃……", ""));
  399. yield return new WaitForSeconds(5f);
  400. yield return StartCoroutine(WaitForStoryText("这可……不太妙……", ""));
  401. yield return new WaitForSeconds(3f);
  402. yield return StartCoroutine(WaitForStoryText("后面还有无尽模式啊!无尽模式!这样可怎么玩?", ""));
  403. yield return StartCoroutine(WaitForStoryText("这可咋整啊?", ""));
  404. yield return new WaitForSeconds(2f);
  405. 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?", "");
  406. yield return new WaitForSeconds(1.5f);
  407. // 结束动画
  408. respawning = true;
  409. Player.instance.transform.localScale = Vector3.zero;
  410. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  411. Player.instance.enabled = false;
  412. panWin1.SetActive(true);
  413. yield return new WaitForSeconds(1f);
  414. yield return StartCoroutine(WaitForStoryText("诶?喂?", ""));
  415. SetStoryText("无尽模式呢?", "");
  416. yield return new WaitForSeconds(6f);
  417. panWin1.SetActive(false); panWin2.SetActive(true);
  418. Text credit = panWin2.GetComponentInChildren<Text>();
  419. string creditText = credit.text;
  420. credit.text = "";
  421. credit.DOText(creditText, 25f).SetEase(Ease.Linear);
  422. }
  423. int arrowMax = 0; float arrowTime = 4f;
  424. IEnumerator ArrowSpawner() {
  425. while (true) {
  426. yield return new WaitForSeconds(arrowTime);
  427. if (arrowMax > 0) Spawn(Spawner.EnemyType.Arrow, Modules.randomDefault.Next(0, arrowMax));
  428. }
  429. }
  430. }