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- using System.Collections;
- using System.Collections.Generic;
- using DG.Tweening;
- using UnityEngine;
- using UnityEngine.Localization.Settings;
- using UnityEngine.UI;
- using System.Linq;
- public class StoryM : MonoBehaviour {
- // 文本
- public TMPro.TextMeshProUGUI 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") {
- bool isCn = LocalizationSettings.SelectedLocale.LocaleName == "Chinese (Simplified) (zh-CN)";
- textStory.text = isCn ? textCn : textEn;
- LayoutRebuilder.ForceRebuildLayoutImmediate(textStory.rectTransform);
- // 动画
- textStory.color = Color.black;
- DOTween.Kill("StoryFont"); textStory.DOColor(Color.white, 0.25f).SetId("StoryFont");
- DOTween.Kill("StoryBackground"); shapeBack.DOScaleX((textStory.rectTransform.rect.width + 40f) / 100f, 0.15f).SetId("StoryBackground");
- // 消失
- float time = 1.5f + (isCn ? 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);
- textStory.text = "";
- Debug.Log(delay);
- DOTween.Kill("StoryBackground"); shapeBack.DOScaleX(0, 0.2f).SetId("StoryBackground");
- }
- // 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();
- for (int i = 0; i < count; i++) {
- if (i >= spawners[type].Count) i = 0;
- spawners[type][i].Spawn();
- }
- }
- // 流程控制
- IEnumerator WaitUntilClear(int remain = 0) {
- while (FindObjectsOfType<EnemyBase>().Length - FindObjectsOfType<EnemyArrow>().Length > remain) { // 要算上自己
- yield return new WaitForSeconds(0.1f);
- }
- }
- IEnumerator WaitUntilPickDice() {
- while (FindObjectsOfType<DiceEntity>().Length > 0) {
- yield return new WaitForSeconds(0.1f);
- }
- }
- // 故事
- public int stage = 0;
- void Start() {
- StartCoroutine(test());
- StartCoroutine(spawnArrow());
- }
- bool canSpawnArrow = true;
- IEnumerator test() {
- while (true) {
- canSpawnArrow = true;
- Spawn(Spawner.EnemyType.Mover, 3);
- SetStoryText("先刷几个瞎晃悠的", "");
- yield return new WaitForSeconds(3f);
- Spawn(Spawner.EnemyType.Shooter);
- SetStoryText("炮塔!", "");
- yield return new WaitForSeconds(2f);
- Spawn(Spawner.EnemyType.Heavy, 2);
- SetStoryText("最后是两个贼硬的……", "");
- yield return StartCoroutine(WaitUntilClear(2));
- canSpawnArrow = false;
- InputM.DropDice(Modules.RandomOne(InputM.keyTypes.ToList()));
- SetStoryText("来一个骰子吧……?", "");
- yield return StartCoroutine(WaitUntilPickDice());
- yield return StartCoroutine(WaitForStoryText("准备好,下一轮要来了!", ""));
- }
- }
- IEnumerator spawnArrow() {
- while (true) {
- yield return new WaitForSeconds(5f);
- if (canSpawnArrow) Spawn(Spawner.EnemyType.Arrow, 2);
- }
- }
- }
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