StoryM.cs 28 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using DG.Tweening;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using System.Linq;
  7. public class StoryM : MonoBehaviour {
  8. // 文本
  9. public Text textStory;
  10. public RectTransform shapeBack;
  11. /// <summary>
  12. /// 设置旁白,并返回预期时间。旁白字幕将在预期时间后消失。
  13. /// </summary>
  14. public float SetStoryText(string textCn, string textEn = "English") {
  15. AudioM.Play("sub");
  16. textStory.text = LanguageM.isChinese ? textCn : textEn;
  17. LayoutRebuilder.ForceRebuildLayoutImmediate(textStory.rectTransform);
  18. // 动画
  19. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.3f).SetEase(Ease.OutSine).SetId("StoryBackground");
  20. textStory.text = "";
  21. DOTween.Kill("StoryText"); textStory.DOText(LanguageM.isChinese ? textCn : textEn, 0.3f).SetEase(Ease.OutSine).SetId("StoryText");
  22. // 消失
  23. float time = 1f + (LanguageM.isChinese ? textCn.Length / 3f : textEn.Split(" ").Length / 3f);
  24. StopCoroutine("WaitForHideStoryText"); StartCoroutine("WaitForHideStoryText", time);
  25. Debug.Log(time + " -> " + textCn);
  26. return time;
  27. }
  28. IEnumerator WaitForStoryText(string textCh, string textEn = "English") {
  29. yield return new WaitForSeconds(SetStoryText(textCh, textEn));
  30. }
  31. IEnumerator WaitForHideStoryText(float delay) {
  32. yield return new WaitForSeconds(delay);
  33. Debug.Log("隐藏:" + delay);
  34. HideStoryText();
  35. }
  36. void HideStoryText() {
  37. StopCoroutine("WaitForHideStoryText");
  38. textStory.text = "";
  39. DOTween.Kill("StoryBackground"); shapeBack.DOScaleX(0, 0.2f).SetId("StoryBackground");
  40. DOTween.Kill("StoryText");
  41. }
  42. // 刷怪
  43. private Dictionary<Spawner.EnemyType, List<Spawner>> spawners = null;
  44. public void Spawn(Spawner.EnemyType type, int count = 1) {
  45. // 初始化
  46. if (spawners == null) {
  47. spawners = new();
  48. foreach (Spawner spawner in FindObjectsOfType<Spawner>()) {
  49. if (spawners.ContainsKey(spawner.type)) {
  50. spawners[spawner.type].Add(spawner);
  51. } else {
  52. spawners[spawner.type] = new() { spawner };
  53. }
  54. }
  55. }
  56. // 实际刷怪
  57. spawners[type].Shuffle();
  58. int id = 0;
  59. for (int i = 0; i < count; i++) {
  60. if (id >= spawners[type].Count) id = 0;
  61. spawners[type][id].Spawn();
  62. id++;
  63. }
  64. }
  65. // 流程控制
  66. IEnumerator WaitUntilClear(int remain, float waitTime = -1, string textCn = "", string textEn = "") {
  67. int targetStage = stage;
  68. while (GetEnemyCount() > remain && !respawning && targetStage == stage) {
  69. if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn);
  70. waitTime -= 0.3f;
  71. yield return new WaitForSeconds(0.3f);
  72. }
  73. }
  74. int GetEnemyCount() => FindObjectsOfType<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().Length;
  75. IEnumerator WaitUntilPickDice(float waitTime = -1, string textCn = "", string textEn = "") {
  76. int targetStage = stage;
  77. while (GetDiceCount() > 0 && !respawning && targetStage == stage) {
  78. if (waitTime >= 0f && waitTime < 0.3f) SetStoryText(textCn, textEn);
  79. waitTime -= 0.3f;
  80. yield return new WaitForSeconds(0.3f);
  81. }
  82. }
  83. int GetDiceCount() => FindObjectsOfType<DiceEntity>().Count(dice => !dice.pickedUp);
  84. // 故事
  85. public int stage = 0; private bool stageCompleted = true;
  86. public GameObject panDeath, panWin1, panWin2;
  87. void Start() {
  88. StartCoroutine("ArrowSpawner");
  89. StartCoroutine("Main");
  90. }
  91. IEnumerator Main() {
  92. while (true) {
  93. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyUp(KeyCode.Q)) {
  94. SetStoryText("已跳过阶段:" + stage, "Skip Stage: " + stage);
  95. stageCompleted = true;
  96. }
  97. if (Player.hp <= 0) {
  98. stageCompleted = false;
  99. yield return StartCoroutine("Respawn");
  100. }
  101. if (stageCompleted) {
  102. deathInStage = 0;
  103. stageCompleted = false;
  104. StopCoroutine("Stage" + stage);
  105. stage++;
  106. Debug.Log("已到达阶段:" + stage);
  107. StartCoroutine("Stage" + stage);
  108. }
  109. yield return new WaitForFixedUpdate();
  110. }
  111. }
  112. private int deathInStage = 0; private bool respawning = false, noDifficulty = false;
  113. IEnumerator Respawn() {
  114. AudioM.Play("player_die");
  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 (stage == 16 && deathInStage % 3 == 1) {
  125. 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!");
  126. } else if (!noDifficulty) {
  127. _ = Modules.randomDefault.Next(0, 6) switch {
  128. 0 => SetStoryText("完了,寄咯!", "Woops, you died!"),
  129. 1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"),
  130. 2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"),
  131. 3 => SetStoryText("还好我没开极限模式……", "Luckily I didn't have hardcore mode on..."),
  132. 4 => SetStoryText("那叫啥来着……保持你的决心!", "What's that called... KEEP YOUR DETERMINATION!"),
  133. 5 => SetStoryText("嗨呀,再多试试吧,能过的啦", "Hey, try again, you can do it!"),
  134. _ => throw new System.NotImplementedException(),
  135. };
  136. } else {
  137. _ = Modules.randomDefault.Next(0, 3) switch {
  138. 0 => SetStoryText("不是吧?不至于吧?", "What? How?"),
  139. 1 => SetStoryText("你是特么故意的吧!", "Are you doing this on purpose?"),
  140. 2 => SetStoryText("嗯?", "Hey!"),
  141. _ => throw new System.NotImplementedException(),
  142. };
  143. }
  144. yield return new WaitForSeconds(0.5f);
  145. // 转为黑屏
  146. panDeath.GetComponent<Image>().DOFade(1, 0.3f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(1, 1f);
  147. yield return new WaitForSeconds(0.3f);
  148. // 复原
  149. FindObjectsOfType<EnemyBase>().ToList().ForEach(e => Modules.DestroyGameObject(e.gameObject));
  150. Player.hp = 3;
  151. Player.instance.currentBullet = Player.instance.maxBullet;
  152. yield return new WaitForSeconds(3f);
  153. // 淡出黑屏,玩家重生
  154. respawning = false;
  155. panDeath.GetComponent<Image>().DOFade(0, 0.8f); panDeath.GetComponentInChildren<TMPro.TextMeshProUGUI>().DOFade(0, 0.3f);
  156. Player.instance.enabled = true;
  157. Player.instance.transform.localScale = Vector3.one;
  158. Player.instance.transform.position = new Vector3(-6, 10, 0);
  159. // 继续游戏
  160. yield return new WaitForSeconds(2f);
  161. StartCoroutine("Stage" + stage);
  162. }
  163. IEnumerator Stage1() {
  164. arrowMax = 0; noDifficulty = false;
  165. yield return new WaitForSeconds(3f);
  166. yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", "Oh, oh! Hello there!"));
  167. yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutorial before we start."));
  168. 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."));
  169. 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!");
  170. Spawn(Spawner.EnemyType.Mover, 2);
  171. 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..."));
  172. stageCompleted = true;
  173. }
  174. IEnumerator Stage2() {
  175. arrowMax = 1; noDifficulty = false;
  176. Spawn(Spawner.EnemyType.Mover, 2);
  177. yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave..."));
  178. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  179. 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!"));
  180. Spawn(Spawner.EnemyType.Shooter, 1);
  181. Spawn(Spawner.EnemyType.Mover, 1);
  182. SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutorial.");
  183. 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."));
  184. if (Player.hp < 3) {
  185. Player.hp = 3;
  186. Spawn(Spawner.EnemyType.Mover, 1);
  187. 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."));
  188. }
  189. stageCompleted = true;
  190. }
  191. IEnumerator Stage3() {
  192. arrowMax = 3; noDifficulty = false;
  193. Spawn(Spawner.EnemyType.Mover, 3);
  194. yield return new WaitForSeconds(5f);
  195. 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..."));
  196. Spawn(Spawner.EnemyType.Mover, 1);
  197. 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!"));
  198. Spawn(Spawner.EnemyType.Mover, 1);
  199. 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?"));
  200. Spawn(Spawner.EnemyType.Shooter, 1);
  201. 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..."));
  202. Spawn(Spawner.EnemyType.Mover, 1);
  203. 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\"?"));
  204. yield return StartCoroutine(WaitForStoryText("骰子、骰子……让我找找哪儿有骰子……?", "Dice... Dice... Where is the dice...?"));
  205. SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice in this game!");
  206. arrowMax = 0;
  207. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
  208. 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?"));
  209. noDifficulty = true;
  210. 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?"));
  211. yield return new WaitForSeconds(2f);
  212. InputM.DropDice(InputM.KeyType.Fire);
  213. SetStoryText("嘿,成了!", "Let's go!");
  214. stageCompleted = true;
  215. }
  216. IEnumerator Stage4() {
  217. arrowMax = 0; noDifficulty = true;
  218. 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!"));
  219. stageCompleted = true;
  220. }
  221. IEnumerator Stage5() {
  222. arrowMax = 0; noDifficulty = true;
  223. yield return new WaitForSeconds(1f);
  224. yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Ding ding ding!"));
  225. yield return new WaitForSeconds(7f);
  226. yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a genius-made dice!"));
  227. yield return new WaitForSeconds(1.5f);
  228. Spawn(Spawner.EnemyType.Mover, 1);
  229. if (Player.hp < 3) {
  230. Player.hp = 3;
  231. yield return StartCoroutine(WaitForStoryText("让我帮你回个血,我们继续!", "Let me heal you first and then keep going!"));
  232. } else {
  233. yield return StartCoroutine(WaitForStoryText("来,我们继续!", "Let's keep going!"));
  234. }
  235. stageCompleted = true;
  236. }
  237. IEnumerator Stage6() {
  238. arrowMax = 1; noDifficulty = false;
  239. Spawn(Spawner.EnemyType.Mover, 3);
  240. 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!"));
  241. Spawn(Spawner.EnemyType.Shooter, 1);
  242. yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
  243. arrowMax = deathInStage <= 1 ? 3 : 1;
  244. yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
  245. Spawn(Spawner.EnemyType.Mover, 2);
  246. 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."));
  247. arrowMax = 3;
  248. Spawn(Spawner.EnemyType.Shooter, 1);
  249. 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...?"));
  250. SetStoryText("额……就是换皮的那个", "Ugh... That enemy with ONLY new skin.");
  251. Spawn(Spawner.EnemyType.Mover, 1);
  252. yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "So just don't hope too much on that..."));
  253. stageCompleted = true;
  254. }
  255. IEnumerator Stage7() {
  256. arrowMax = 0; noDifficulty = false;
  257. 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."));
  258. yield return new WaitForSeconds(1.5f);
  259. SetStoryText("卧槽!小心!", "Geez! Watch out!");
  260. for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
  261. Spawn(Spawner.EnemyType.Mover, 1);
  262. yield return new WaitForSeconds(0.4f);
  263. }
  264. yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for saw blades..."));
  265. 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."));
  266. 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?"));
  267. if (Player.hp < 3) {
  268. Player.hp = 3;
  269. 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."));
  270. } else {
  271. yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", "Aww, that's a huge trouble..."));
  272. }
  273. yield return StartCoroutine(WaitUntilClear(3, 6f, "我的锯片……", "My saw blades..."));
  274. 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?"));
  275. yield return new WaitForSeconds(1f);
  276. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne());
  277. SetStoryText("你的补偿来了!", "Here is your compensation!");
  278. stageCompleted = true;
  279. }
  280. IEnumerator Stage8() {
  281. arrowMax = 0; noDifficulty = true;
  282. 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™!"));
  283. stageCompleted = true;
  284. }
  285. IEnumerator Stage9() {
  286. arrowMax = 0; noDifficulty = true;
  287. yield return new WaitForSeconds(7f);
  288. stageCompleted = true;
  289. }
  290. IEnumerator Stage10() {
  291. arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false;
  292. 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..."));
  293. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3);
  294. yield return new WaitForSeconds(1.5f);
  295. SetStoryText("呼,圆锯片看起来也还剩了不少", "Whew, seems to have a lot saw blades left.");
  296. yield return StartCoroutine(WaitUntilClear(1, 12f, "哇哦……", "Wow!"));
  297. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
  298. 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..."));
  299. SetStoryText("刺激程度", "Intensity.");
  300. yield return StartCoroutine(WaitUntilClear(2, 12f, "这不比原来好玩多了嘛!", "Isn't this more fun than before?"));
  301. stageCompleted = true;
  302. }
  303. IEnumerator Stage11() {
  304. arrowMax = 2; noDifficulty = false;
  305. 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..."));
  306. 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?");
  307. Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
  308. yield return new WaitForSeconds(1f);
  309. yield return StartCoroutine(WaitForStoryText("哈?", "Hah?"));
  310. arrowMax = 4;
  311. Spawn(Spawner.EnemyType.Heavy, 1);
  312. 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?"));
  313. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  314. 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."));
  315. Spawn(Spawner.EnemyType.Heavy, deathInStage <= 1 ? 2 : 1);
  316. yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", "But it will be our final type of enemies!"));
  317. SetStoryText("没有新敌人、没有新机制……", "No more new enemies, no more new mechanics...");
  318. yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", "What an awful day..."));
  319. stageCompleted = true;
  320. }
  321. IEnumerator Stage12() {
  322. arrowMax = 0; noDifficulty = true;
  323. Spawn(Spawner.EnemyType.Shooter, 1);
  324. 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"));
  325. yield return StartCoroutine(WaitForStoryText("不行……", "No..."));
  326. SetStoryText("我们需要更多的特制按键骰子™!", "We need more special Button Dice™!");
  327. yield return new WaitForSeconds(1.5f);
  328. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
  329. stageCompleted = true;
  330. }
  331. IEnumerator Stage13() {
  332. arrowMax = 0; noDifficulty = true;
  333. 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?"));
  334. stageCompleted = true;
  335. }
  336. IEnumerator Stage14() {
  337. arrowMax = 0; noDifficulty = true;
  338. yield return new WaitForSeconds(8f);
  339. stageCompleted = true;
  340. }
  341. IEnumerator Stage15() {
  342. arrowMax = 2; noDifficulty = false;
  343. Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
  344. yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", "Wow, the power of three dice..."));
  345. Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 3 : 2);
  346. yield return new WaitForSeconds(5f);
  347. Spawn(Spawner.EnemyType.Mover, 1);
  348. if (Player.hp < 3) {
  349. Player.hp = 3; arrowMax = 1;
  350. yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first."));
  351. } else {
  352. yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", "That was a lot harder than I thought..."));
  353. }
  354. yield return new WaitForSeconds(2f);
  355. 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...");
  356. yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™可能让我太兴奋了……", "I'm probably too excited about the Dice™..."));
  357. Spawn(Spawner.EnemyType.Heavy, 1);
  358. 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!"));
  359. yield return new WaitForSeconds(3f);
  360. stageCompleted = true;
  361. }
  362. IEnumerator Stage16() {
  363. arrowMax = Mathf.Max(3, 5 - deathInStage); arrowTime = 1.5f + deathInStage * 0.1f; noDifficulty = false;
  364. yield return StartCoroutine(WaitForStoryText("诶?", "Eh?"));
  365. yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", "I think we're at the boss level."));
  366. Spawn(Spawner.EnemyType.Shooter, 1);
  367. yield return new WaitForSeconds(3f);
  368. 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."));
  369. Spawn(Spawner.EnemyType.Mover, 2);
  370. yield return new WaitForSeconds(3f);
  371. 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."));
  372. Spawn(Spawner.EnemyType.Shooter, 1);
  373. 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..."));
  374. 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?"));
  375. stageCompleted = true;
  376. }
  377. IEnumerator Stage17() {
  378. arrowMax = 0; noDifficulty = true;
  379. 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..."));
  380. yield return new WaitForSeconds(3f);
  381. yield return StartCoroutine(WaitForStoryText("嗯?螺圈停了?结束了?", "Huh? Did the coil stop? Is this the end?"));
  382. yield return new WaitForSeconds(1f);
  383. SetStoryText("那么,在开始无尽模式之前……!", "So, before we start the endless mode...!");
  384. yield return new WaitForSeconds(1f);
  385. InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
  386. stageCompleted = true;
  387. }
  388. IEnumerator Stage18() {
  389. arrowMax = 0; noDifficulty = true;
  390. 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!"));
  391. stageCompleted = true;
  392. }
  393. IEnumerator Stage19() {
  394. arrowMax = 0; noDifficulty = true;
  395. yield return new WaitForSeconds(11f);
  396. yield return StartCoroutine(WaitForStoryText("呃……", "Ueh..."));
  397. yield return new WaitForSeconds(5f);
  398. yield return StartCoroutine(WaitForStoryText("这可……不太妙……", "That's... not good..."));
  399. yield return new WaitForSeconds(3f);
  400. 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?"));
  401. yield return StartCoroutine(WaitForStoryText("这可咋整啊?", "What should I do?"));
  402. yield return new WaitForSeconds(2f);
  403. 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?");
  404. yield return new WaitForSeconds(1.5f);
  405. // 结束动画
  406. respawning = true;
  407. Player.instance.transform.localScale = Vector3.zero;
  408. Player.instance.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
  409. Player.instance.enabled = false;
  410. panWin1.SetActive(true);
  411. yield return new WaitForSeconds(1f);
  412. yield return StartCoroutine(WaitForStoryText("诶?喂?", "Aye? Hello?"));
  413. yield return new WaitForSeconds(2f);
  414. SetStoryText("还有无尽模式呢?", "Where is the endless mode?");
  415. yield return new WaitForSeconds(4f);
  416. panWin1.SetActive(false); panWin2.SetActive(true);
  417. Text credit = panWin2.GetComponentInChildren<Text>();
  418. credit.text = "";
  419. string cn, en;
  420. if (Application.platform == RuntimePlatform.WebGLPlayer) {
  421. 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!";
  422. 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!";
  423. } else {
  424. 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!";
  425. 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!";
  426. }
  427. credit.DOText(LanguageM.isChinese ? cn : en, 25f).SetEase(Ease.Linear);
  428. }
  429. int arrowMax = 0; float arrowTime = 4f;
  430. IEnumerator ArrowSpawner() {
  431. while (true) {
  432. yield return new WaitForSeconds(arrowTime);
  433. if (arrowMax > 0) Spawn(Spawner.EnemyType.Arrow, Modules.randomDefault.Next(0, arrowMax));
  434. }
  435. }
  436. }