StoryM.cs 21 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 TMPro.TextMeshProUGUI 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. textStory.color = Color.black;
  22. DOTween.Kill("StoryFont"); textStory.DOColor(Color.white, 0.25f).SetId("StoryFont");
  23. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.15f).SetId("StoryBackground");
  24. // 消失
  25. float time = 1f + (isCn ? textCn.Length / 4f : 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. }
  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. AudioM.Play("player_die");
  116. deathInStage++; respawning = true;
  117. // 停止场景
  118. arrowMax = 0;
  119. Player.instance.transform.localScale = Vector3.zero;
  120. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  121. Player.instance.enabled = false;
  122. StopCoroutine("Stage" + stage);
  123. StopCoroutine("HideStoryText");
  124. yield return new WaitForSeconds(1.5f);
  125. if (!noDifficulty) {
  126. _ = Modules.randomDefault.Next(0, 4) switch {
  127. 0 => SetStoryText("完了,寄咯!", "Woops, you died!"),
  128. 1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"),
  129. 2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"),
  130. 3 => SetStoryText("还好我没开极限模式……", "Luckily I didn't have hardcore mode on..."),
  131. _ => throw new System.NotImplementedException(),
  132. };
  133. } else {
  134. _ = Modules.randomDefault.Next(0, 3) switch {
  135. 0 => SetStoryText("不是吧?不至于吧?", "What? How you die from that?"), //TODO: t 改了
  136. 1 => SetStoryText("你是特么故意的吧!", "Excuse me? Are you doing this on purpose?"), //TODO: t 肯定语气
  137. 2 => SetStoryText("嗯?", "Hey!"),
  138. _ => throw new System.NotImplementedException(),
  139. };
  140. }
  141. yield return new WaitForSeconds(0.5f);
  142. // 转为黑屏
  143. panDeath.GetComponent<Image>().DOFade(1, 0.3f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(1, 1f);
  144. yield return new WaitForSeconds(0.3f);
  145. // 复原
  146. FindObjectsOfType<EnemyBase>().ToList().ForEach(e => Modules.DestroyGameObject(e.gameObject));
  147. Player.hp = 3;
  148. Player.instance.currentBullet = Player.instance.maxBullet;
  149. yield return new WaitForSeconds(3f);
  150. // 淡出黑屏,玩家重生
  151. respawning = false;
  152. panDeath.GetComponent<Image>().DOFade(0, 0.8f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(0, 0.3f);
  153. Player.instance.enabled = true;
  154. Player.instance.transform.localScale = Vector3.one;
  155. Player.instance.transform.position = new Vector3(-6, 10, 0);
  156. // 继续游戏
  157. yield return new WaitForSeconds(2f);
  158. StartCoroutine("Stage" + stage);
  159. }
  160. IEnumerator Stage1() {
  161. arrowMax = 0; noDifficulty = false;
  162. yield return new WaitForSeconds(3f);
  163. yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", "Oh, oh! Hello there!"));
  164. yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutrial before we start."));
  165. 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."));
  166. 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!");
  167. Spawn(Spawner.EnemyType.Mover, 2);
  168. 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..."));
  169. stageCompleted = true;
  170. }
  171. IEnumerator Stage2() {
  172. arrowMax = 1; noDifficulty = false;
  173. Spawn(Spawner.EnemyType.Mover, 2);
  174. yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave...")); //TODO t
  175. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  176. 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
  177. Spawn(Spawner.EnemyType.Shooter, 1);
  178. Spawn(Spawner.EnemyType.Mover, 1);
  179. SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutrial!");
  180. 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."));
  181. if (Player.hp < 3) {
  182. Player.hp = 3;
  183. Spawn(Spawner.EnemyType.Mover, 1);
  184. 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."));
  185. }
  186. stageCompleted = true;
  187. }
  188. IEnumerator Stage3() {
  189. arrowMax = 3; noDifficulty = false;
  190. Spawn(Spawner.EnemyType.Mover, 1);
  191. 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
  192. Spawn(Spawner.EnemyType.Mover, 1);
  193. 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!"));
  194. Spawn(Spawner.EnemyType.Mover, 1);
  195. yield return StartCoroutine(WaitForStoryText("然后就只剩无尽模式了……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
  196. Spawn(Spawner.EnemyType.Shooter, 1);
  197. 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."));
  198. Spawn(Spawner.EnemyType.Mover, 1);
  199. 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
  200. 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
  201. SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice here!"); //TODO: t
  202. arrowMax = 0;
  203. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  204. 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?"));
  205. noDifficulty = true;
  206. 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?"));
  207. yield return new WaitForSeconds(2f);
  208. InputM.DropDice(InputM.KeyType.Fire);
  209. SetStoryText("嘿,成了!", "Let's go!");
  210. stageCompleted = true;
  211. }
  212. IEnumerator Stage4() {
  213. arrowMax = 0; noDifficulty = true;
  214. 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!"));
  215. stageCompleted = true;
  216. }
  217. IEnumerator Stage5() {
  218. arrowMax = 0; noDifficulty = true;
  219. yield return new WaitForSeconds(1f);
  220. yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Pow!")); //TODO: t 这是在说骰子的音效
  221. yield return new WaitForSeconds(7f);
  222. 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!
  223. yield return new WaitForSeconds(1.5f);
  224. Spawn(Spawner.EnemyType.Mover, 1);
  225. if (Player.hp < 3) {
  226. Player.hp = 3;
  227. yield return StartCoroutine(WaitForStoryText("让我帮你回个血,我们继续!", "Let me heal you first and then keep going!"));
  228. } else {
  229. yield return StartCoroutine(WaitForStoryText("来,我们继续!", "Let's keep going!"));
  230. }
  231. stageCompleted = true;
  232. }
  233. IEnumerator Stage6() {
  234. arrowMax = 1; noDifficulty = false;
  235. Spawn(Spawner.EnemyType.Mover, 3);
  236. 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!"));
  237. Spawn(Spawner.EnemyType.Shooter, 1);
  238. yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
  239. arrowMax = deathInStage <= 1 ? 3 : 1;
  240. yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
  241. Spawn(Spawner.EnemyType.Mover, 2);
  242. 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."));
  243. arrowMax = 1;
  244. Spawn(Spawner.EnemyType.Shooter, 1);
  245. 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...?"));
  246. SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
  247. Spawn(Spawner.EnemyType.Mover, 1);
  248. yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
  249. stageCompleted = true;
  250. }
  251. IEnumerator Stage7() {
  252. arrowMax = 0; noDifficulty = false;
  253. yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", "Hold on... I can't find where it is."));
  254. yield return new WaitForSeconds(1.5f);
  255. SetStoryText("卧槽!小心!", ""); // TODO: t 这里说的是要掉下来一堆圆锯片了
  256. for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
  257. Spawn(Spawner.EnemyType.Mover, 1);
  258. yield return new WaitForSeconds(0.4f);
  259. }
  260. 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..."));
  261. 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."));
  262. yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", ""));
  263. if (Player.hp < 3) {
  264. Player.hp = 3;
  265. yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", ""));
  266. } else {
  267. yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", ""));
  268. }
  269. yield return StartCoroutine(WaitUntilClear(2, 7f, "我的锯片……", ""));
  270. yield return StartCoroutine(WaitForStoryText("要不然……我再给你一颗特制按键骰子™作为补偿?", ""));
  271. yield return new WaitForSeconds(1f);
  272. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne());
  273. SetStoryText("你的补偿来了!", "");
  274. stageCompleted = true;
  275. }
  276. IEnumerator Stage8() {
  277. arrowMax = 0; noDifficulty = true;
  278. yield return StartCoroutine(WaitUntilPickDice(6f, "难道说你不喜欢特制按键骰子™吗?别吧", ""));
  279. stageCompleted = true;
  280. }
  281. IEnumerator Stage9() {
  282. arrowMax = 0; noDifficulty = true;
  283. yield return new WaitForSeconds(7f);
  284. stageCompleted = true;
  285. }
  286. IEnumerator Stage10() {
  287. arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false;
  288. yield return StartCoroutine(WaitForStoryText("唔,看起来特制按键骰子™的威力还挺大……", ""));
  289. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3);
  290. yield return new WaitForSeconds(1.5f);
  291. SetStoryText("呼,圆锯片看起来也还剩了不少", "");
  292. yield return StartCoroutine(WaitUntilClear(1, 10f, "哇哦……", ""));
  293. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
  294. yield return StartCoroutine(WaitForStoryText("看起来我低估了骰子™的……", ""));
  295. SetStoryText("刺激程度", "");
  296. yield return StartCoroutine(WaitUntilClear(2, 10f, "这不比原来好玩多了嘛!", ""));
  297. stageCompleted = true;
  298. }
  299. IEnumerator Stage11() {
  300. arrowMax = 2; noDifficulty = false;
  301. yield return StartCoroutine(WaitForStoryText("既然骰子™能为游戏的玩法带来颠覆性的体验", ""));
  302. 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?", "");
  303. Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
  304. yield return new WaitForSeconds(1f);
  305. yield return StartCoroutine(WaitForStoryText("哈?", ""));
  306. arrowMax = 3;
  307. Spawn(Spawner.EnemyType.Heavy, 1);
  308. yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", ""));
  309. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  310. yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", ""));
  311. Spawn(Spawner.EnemyType.Heavy, 1);
  312. yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", ""));
  313. SetStoryText("这下就没有任何新东西了!", "");
  314. yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", ""));
  315. stageCompleted = true;
  316. }
  317. IEnumerator Stage12() {
  318. arrowMax = 0; noDifficulty = true;
  319. Spawn(Spawner.EnemyType.Shooter, 1);
  320. 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", ""));
  321. yield return StartCoroutine(WaitForStoryText("不行……", ""));
  322. SetStoryText("我们需要更多的特制按键骰子™!", "");
  323. yield return new WaitForSeconds(1.5f);
  324. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
  325. stageCompleted = true;
  326. }
  327. IEnumerator Stage13() {
  328. arrowMax = 0; noDifficulty = true;
  329. yield return StartCoroutine(WaitUntilPickDice(10f, "拜托,我就只剩下骰子™了,你不捡还能干什么?", ""));
  330. stageCompleted = true;
  331. }
  332. IEnumerator Stage14() {
  333. arrowMax = 0; noDifficulty = true;
  334. yield return new WaitForSeconds(7f);
  335. stageCompleted = true;
  336. }
  337. IEnumerator Stage15() {
  338. arrowMax = 2; noDifficulty = false;
  339. yield return StartCoroutine(WaitForStoryText("好嘞", ""));
  340. // 大结局
  341. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
  342. stageCompleted = true;
  343. }
  344. IEnumerator Stage16() {
  345. arrowMax = 0; noDifficulty = true;
  346. yield return StartCoroutine(WaitUntilPickDice(10f, "都到这个时候了,还在等啥呢?", ""));
  347. stageCompleted = true;
  348. }
  349. IEnumerator Stage17() {
  350. arrowMax = 0; noDifficulty = true;
  351. yield return new WaitForSeconds(11f);
  352. yield return StartCoroutine(WaitForStoryText("呃……", ""));
  353. yield return new WaitForSeconds(3f);
  354. yield return StartCoroutine(WaitForStoryText("这可……不太妙……", ""));
  355. yield return StartCoroutine(WaitForStoryText("后面还有无尽模式呢!这可咋整啊?", ""));
  356. yield return new WaitForSeconds(2f);
  357. SetStoryText("不行!我再想想办法,例如再重新丢一次骰子™,指不定就好了呢?丢一次不行就两次,对吧?", "");
  358. yield return new WaitForSeconds(1.5f);
  359. // 结束动画
  360. respawning = true;
  361. Player.instance.transform.localScale = Vector3.zero;
  362. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  363. Player.instance.enabled = false;
  364. panWin1.SetActive(true);
  365. yield return new WaitForSeconds(1f);
  366. SetStoryText("诶?喂?", "");
  367. yield return new WaitForSeconds(8f);
  368. panWin1.SetActive(false); panWin2.SetActive(true);
  369. Text credit = panWin2.GetComponentInChildren<Text>();
  370. string creditText = credit.text;
  371. credit.text = "";
  372. credit.DOText(creditText, 20f).SetEase(Ease.Linear);
  373. }
  374. int arrowMax = 0; float arrowTime = 4f;
  375. IEnumerator ArrowSpawner() {
  376. while (true) {
  377. yield return new WaitForSeconds(arrowTime);
  378. if (arrowMax > 0) Spawn(Spawner.EnemyType.Arrow, Modules.randomDefault.Next(0, arrowMax));
  379. }
  380. }
  381. }