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- 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;
- /// <summary>
- /// 设置旁白,并返回预期时间。旁白字幕将在预期时间后消失。
- /// </summary>
- 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<Spawner.EnemyType, List<Spawner>> spawners = null;
- public void Spawn(Spawner.EnemyType type, int count = 1) {
- // 初始化
- if (spawners == null) {
- spawners = new();
- foreach (Spawner spawner in FindObjectsOfType<Spawner>()) {
- 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<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().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<DiceEntity>().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<Rigidbody2D>().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<Image>().DOFade(1, 0.3f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(1, 1f);
- yield return new WaitForSeconds(0.3f);
- // 复原
- FindObjectsOfType<EnemyBase>().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<Image>().DOFade(0, 0.8f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().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>() { 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>() { 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>() { 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<Rigidbody2D>().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<Text>();
- credit.text = "";
- string cn, en;
- if (Application.platform == RuntimePlatform.WebGLPlayer) {
- cn = "<b>作者:</b>Hex Dragon\n 龙腾猫跃、00ll00、HerobrineXia\n\n制作于 GMTK GameJam 2022 \n\n<color=#404040>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…… </color>\n\n感谢你的游玩!";
- en = "<b>Author:</b>Hex Dragon\n LTCat、00ll00、HerobrineXia\n\nMade for GMTK GameJam 2022 \n\n<color=#404040>Oh 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? </color>\n\nThanks for playing!";
- } else {
- cn = "<b>作者:</b>Hex Dragon\n 龙腾猫跃、00ll00、HerobrineXia\n\n制作于 GMTK GameJam 2022 \n\n<color=#404040>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……? </color>\n\n感谢你的游玩!";
- en = "<b>Author:</b>Hex Dragon\n LTCat、00ll00、HerobrineXia\n\nMade for GMTK GameJam 2022 \n\n<color=#404040>Oh yes, it seems that we forget to add the close button? \nWell... You might want try to press Alt + F4...? </color>\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));
- }
- }
- }
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