Beispiel #1
0
        IEnumerator  ZhiRuo3()
        {
            string[] text = new string[] {
                "至若要和我一起去,找宝贝么?",
                "好的哥哥。",
            };
            var  npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var  dia       = npcDialog.GetComponent <NpcDialog>();
            bool next      = false;

            dia.ShowNext = delegate() {
                next = true;
            };

            foreach (var t in text)
            {
                dia.ShowText(string.Format(t, ObjectManager.objectManager.GetMyName()));
                while (!next)
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                next = false;
            }

            GameInterface_Player.SetGameState(GameBool.zhiruo3, true);
            WindowMng.windowMng.PopView();
        }
Beispiel #2
0
        IEnumerator  QinQing1()
        {
            string[] text = new string[] {
                @"秦情姐姐,你好美呀",
                @"臭小孩一边去,又想从我这里偸药么?听说你想去外面闯荡。",
                @"恩,我想去找我父母。",
                @"外面世界很凶险,我送你几瓶药吧。",
                @"谢谢姐姐。",
            };
            var  npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var  dia       = npcDialog.GetComponent <NpcDialog>();
            bool next      = false;

            dia.ShowNext = delegate() {
                next = true;
            };

            foreach (var t in text)
            {
                dia.ShowText(string.Format(t, ObjectManager.objectManager.GetMyName()));
                while (!next)
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                next = false;
            }
            //Send Drug To User
            GameInterface_Chat.chatInterface.SendChatMsg("add_item 101 10", 0);

            GameInterface_Player.SetGameState(GameBool.qinqing1, true);
            WindowMng.windowMng.PopView();
        }
Beispiel #3
0
        IEnumerator  CunZhang3()
        {
            string[] text = new string[] {
                "{0},你回来了\n我刚才施法打开了通往试炼之境的密道,你可以去那里,找到你父母留给你的东西。",
                "巨牙子爷爷,试炼之境是什么地方?",
                "那里是村子的地下的一个秘境,据说是上古通天神魔用无边法力所构建的一个空间,里面居住着一些魔神的子子孙孙,到那后你要小心。",
                "父母留给我什么宝物呢?",
                "这个我也不清楚,应该是拥有通灵之力的神物,只有这种神物,才不会被魔气所侵袭。\n你可以叫上至若和东湖帮你,试炼之境虽不是万分险恶,但那些魔物也不是好惹之徒,你们还是要万分小心的。",
                "恩,多谢巨牙子爷爷。",
            };
            var  npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var  dia       = npcDialog.GetComponent <NpcDialog>();
            bool next      = false;

            dia.ShowNext = delegate() {
                next = true;
            };

            foreach (var t in text)
            {
                dia.ShowText(string.Format(t, ObjectManager.objectManager.GetMyName()));
                while (!next)
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                next = false;
            }

            GameInterface_Player.SetIntState(GameBool.cunZhangState, 1);
            WindowMng.windowMng.PopView();
        }
Beispiel #4
0
        IEnumerator  DongHu1()
        {
            string[] text = new string[] {
                @"{0},叔叔婶婶都是极厉害的人,他们一定是去干惊天大事情去了,真想有一天像他们一样呀。",
                @"东湖,你想和我一起出去闯荡么?",
                @"听说外面世界很大,可是我还是喜欢呆在村子里,每天看见至若妹妹,我就很开心了。",
                @"至若妹妹说她也想出去呢",
                @"是吗,如果你们都走了我也要一起",
                @"好的一言为定,到时候我们一起闯荡天下。"
            };
            var  npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var  dia       = npcDialog.GetComponent <NpcDialog>();
            bool next      = false;

            dia.ShowNext = delegate()
            {
                next = true;
            };

            foreach (var t in text)
            {
                dia.ShowText(string.Format(t, ObjectManager.objectManager.GetMyName()));
                while (!next)
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                next = false;
            }

            GameInterface_Player.SetGameState(GameBool.donghu1, true);
            WindowMng.windowMng.PopView();
        }
Beispiel #5
0
        void TalkToDongHu()
        {
            var step = GameInterface_Player.GetIntState(GameBool.cunZhangState);

            if (step == 0)
            {
                if (!GameInterface_Player.GetGameState(GameBool.donghu1))
                {
                    StartCoroutine(DongHu1());
                }
                else
                {
                    DongHu2();
                }
            }
            else if (step == 1)
            {
                if (!GameInterface_Player.GetGameState(GameBool.donghu3))
                {
                    DongHu3();
                }
                else
                {
                    DongHu4();
                }
            }
            else if (step == 6)
            {
                DongHu6();
            }
        }
Beispiel #6
0
        IEnumerator ZhiRuo1()
        {
            string[] text = new string[] {
                @"{0}哥哥,叔叔和婶婶应该不久就会回来,你别难过哦。",
                @"至若,等我变厉害了,我就出村去找他们。",
                @"{0}哥哥,我也想出村去看看,听村长爷爷说,村外有很多神奇的东西,还有好多好多人呢。",
                @"恩没问题,到时候我一定带你一起出去",
                @"哥哥,你真好。",
            };
            var  npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var  dia       = npcDialog.GetComponent <NpcDialog>();
            bool next      = false;

            dia.ShowNext = delegate() {
                next = true;
            };

            foreach (var t in text)
            {
                dia.ShowText(string.Format(t, ObjectManager.objectManager.GetMyName()));
                while (!next)
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                next = false;
            }

            GameInterface_Player.SetGameState(GameBool.zhiruo1, true);
            WindowMng.windowMng.PopView();
        }
Beispiel #7
0
        IEnumerator WanShan1()
        {
            string[] text = new string[] {
                @"{0},我在村外找到的好玩的玩意,只要十个金币,你有钱了就可以到我这里耍耍。",
                @"万山叔,等我有钱了,再来找你。",
                @"等等,你能帮我带件礼物给秦情么,但别说是我送的,如果你答应的话,我可以送你件礼物。",
                @"恩,好的。",
                @"......,嘿嘿。",
            };
            var  npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var  dia       = npcDialog.GetComponent <NpcDialog>();
            bool next      = false;

            dia.ShowNext = delegate() {
                next = true;
            };

            foreach (var t in text)
            {
                dia.ShowText(string.Format(t, ObjectManager.objectManager.GetMyName()));
                while (!next)
                {
                    yield return(new WaitForSeconds(0.1f));
                }
                next = false;
            }

            GameInterface_Player.SetGameState(GameBool.wanshan1, true);
            WindowMng.windowMng.PopView();
        }
Beispiel #8
0
        void UpdateFrame()
        {
            hpLabel.text = GameInterface_Backpack.GetHpNum().ToString();
            var lev = GameInterface_Player.GetLevel();

            Log.GUI("lev " + lev);
            level.text = "[ff9500]等级:" + lev + "[-]";
        }
Beispiel #9
0
        void Start()
        {
            var step = GameInterface_Player.GetIntState(GameBool.cunZhangState);

            if (step == 10)
            {
                StartCoroutine(StoryProgress());
            }
        }
Beispiel #10
0
        void Start()
        {
            var step = GameInterface_Player.GetIntState(GameBool.cunZhangState);

            if (step == 4)
            {
                StartCoroutine(CreateZhiRuo());
            }
        }
Beispiel #11
0
 void DongHu3()
 {
     string[] text = new string[] {
         "东湖一起找宝贝么,至若妹妹也一起去呀",
         "有宝贝,那我也想去看看",
     };
     NpcDialogInterface.ShowTextList(new System.Collections.Generic.List <string>(text), delegate() {
         GameInterface_Player.SetGameState(GameBool.donghu3, true);
     });
 }
Beispiel #12
0
 bool CheckCondition(List <string> con)
 {
     foreach (var c in con)
     {
         if (!GameInterface_Player.GetGameState(GameBool.chapter1Start))
         {
             return(false);
         }
     }
     return(true);
 }
Beispiel #13
0
        void ZhiRuo5()
        {
            string[] text = new string[] {
                "至若快和我一起去寻苍冥水,救东湖",
                "好的哥哥。",
            };

            NpcDialogInterface.ShowTextList(new System.Collections.Generic.List <string>(text), delegate() {
                GameInterface_Player.SetIntState(GameBool.cunZhangState, 4);
            });
        }
Beispiel #14
0
        void CunZhang5()
        {
            string[] text = new string[] {
                "东湖受了魔气侵袭,需要苍冥水方能恢复,此物在试炼之境可以寻到,你快快和至若一起去寻回来,晚了,怕东湖会有危险。",
                "巨牙子爷爷放心,我这就去找至若,一起去苍冥水。",
            };

            NpcDialogInterface.ShowTextList(new System.Collections.Generic.List <string>(text), delegate() {
                GameInterface_Player.SetIntState(GameBool.cunZhangState, 3);
            });
        }
Beispiel #15
0
 void TalkToWanShan()
 {
     if (!GameInterface_Player.GetGameState(GameBool.wanshan1))
     {
         StartCoroutine(WanShan1());
     }
     else
     {
         WanShan2();
     }
 }
Beispiel #16
0
        void CunZhang8()
        {
            var text = new string[] {
                @"巨牙子:东湖体内魔气现在已经被清除干净,还是静养数日,你和至若,最近不要再靠近试炼之地了,那里危机重重。",
                @"是的巨牙子爷爷",
                @"你去把我的吩咐告诉至若吧。",
            };

            NpcDialogInterface.ShowTextList(text, null);
            GameInterface_Player.SetIntState(GameBool.cunZhangState, 9);
        }
Beispiel #17
0
 void TalkToQinQing()
 {
     if (!GameInterface_Player.GetGameState(GameBool.qinqing1))
     {
         StartCoroutine(QinQing1());
     }
     else
     {
         QinQing2();
     }
 }
Beispiel #18
0
 void TalkToCunZhang()
 {
     Log.GUI("TalkTOCunZhange");
     //未曾开始对话
     if (!GameInterface_Player.GetGameState(GameBool.chapter1Start))
     {
         StartCoroutine(ShowChapter1StartDialog());
     }
     else
     {
         var step = GameInterface_Player.GetIntState(GameBool.cunZhangState);
         if (step == 0)
         {
             var c = new List <string>()
             {
                 GameBool.chapter1Start,
                 GameBool.zhiruo1,
                 GameBool.donghu1,
                 GameBool.qinqing1,
                 GameBool.wanshan1,
             };
             if (CheckCondition(c))
             {
                 StartCoroutine(CunZhang3());
             }
             else
             {
                 ShowCunZhangNormalWord();
             }
         }
         else if (step == 1)
         {
             CunZhang4();
         }
         else if (step == 2)
         {
             CunZhang5();
         }
         else if (step == 3)
         {
             CunZhang6();
         }
         else if (step == 5)
         {
             CunZhang7();
         }
         else if (step == 8)
         {
             CunZhang8();
         }
     }
 }
Beispiel #19
0
        void ZhiRuo9()
        {
            var text = new string[] {
                "至若,巨牙子爷爷吩咐今后不能靠近试炼之地,那里现在危机重重",
                "恩,哥哥我知道你出村心切,但是你也万万不可再进入呀",
                "那日你我和魔神交手,它也不过尔尔,若不能尽早找到父母留给我的东西,又怎能尽早出村呢,你不必劝我了,今夜我自己去一趟,寻得宝物",
                "哥哥,我知道劝你也劝不住,不过你要万分小心呀,这是我们传家之宝--九曜石,也许在你危险的时候可以帮你。",
                "多谢至若,东湖就拜托你多多照顾一下了",
                "恩哥哥,万事要小心呀",
            };

            NpcDialogInterface.ShowTextList(text, null);
            GameInterface_Player.SetIntState(GameBool.cunZhangState, 10);
        }
Beispiel #20
0
        void DongHu6()
        {
            var text = new string[] {
                "巨牙子爷爷,快给东湖服下这药水吧!",
                "好的",
                "咕噜噜...",
                "突然一道血光从东湖嘴里喷薄而出,传来阴森森的声音,哈哈哈,终于等到这一天了",
                "巨牙子:不好,你们快快离开,我要施法封住魔神之灵。",
                "遵命",
            };

            NpcDialogInterface.ShowTextList(text, null);
            GameInterface_Player.SetIntState(GameBool.cunZhangState, 8);
        }
Beispiel #21
0
        void  Start()
        {
            var step = GameInterface_Player.GetIntState(GameBool.cunZhangState);

            Log.Sys("Current Step is " + step);
            if (step == 1)
            {
                StartCoroutine(CreateZhiRuoAndDongHu());
            }
            else
            {
                StartCoroutine(NormalBoss());
            }
        }
Beispiel #22
0
        void CunZhang7()
        {
            var text = new string[] {
                @"你们终于回来了,找到苍冥水了么?",
                @"至若:不知道这个是不是,我们遇到了一只苍狼,从它身上找到的",
                @"正是此物,苍冥水本是苍狼性命本源,拥有无限生机,正好可以用来治好东湖身上伤",
                @"不过这苍冥水有些浑浊,怕是那狼恐是暮年",
                @"至若:怪不得这么好对付呢",
                @"巨牙子:东湖那边现在危在旦夕,此物需速速给他服下,你们同我一起去吧。",
                @"是的爷爷",
            };

            NpcDialogInterface.ShowTextList(text, null);
            GameInterface_Package.SellQuestItem((int)ItemData.ItemID.CANG_MING_SHUI);
            GameInterface_Player.SetIntState(GameBool.cunZhangState, 6);
        }
Beispiel #23
0
        IEnumerator ShowChapter1StartDialog()
        {
            var npcDialog = WindowMng.windowMng.PushView("UI/NpcDialog", false);
            var dia       = npcDialog.GetComponent <NpcDialog>();

            dia.ShowNext = delegate()
            {
                GameInterface_Player.SetGameState(GameBool.chapter1Start, true);
                WindowMng.windowMng.PopView();
            };

            string[] text = new string[] {
                @"孩子你父母有重要的事情要做,他们嘱托我照顾你,等你有了力量,就可以去找他们了。你父母走之前留给你一些东西,现在你可以先去村子里转转,一会再过来找我。",
            };
            dia.ShowText(text [0]);
            yield return(null);
        }
Beispiel #24
0
        void TalkToZhiRuo()
        {
            var step = GameInterface_Player.GetIntState(GameBool.cunZhangState);

            if (step == 0)
            {
                if (!GameInterface_Player.GetGameState(GameBool.zhiruo1))
                {
                    StartCoroutine(ZhiRuo1());
                }
                else
                {
                    ZhiRuo2();
                }
            }
            else if (step == 1)
            {
                var c = new List <string>()
                {
                    GameBool.zhiruo3,
                };
                if (CheckCondition(c))
                {
                    StartCoroutine(ZhiRuo4());
                }
                else
                {
                    StartCoroutine(ZhiRuo3());
                }
            }
            else if (step == 3)
            {
                ZhiRuo5();
            }
            else if (step == 9)
            {
                ZhiRuo9();
            }
        }
Beispiel #25
0
 void OnTalk(GameObject g)
 {
     GameInterface_Player.TalkToNpc();
 }
Beispiel #26
0
        //Load 主城剧情 如何表现CG 镜头控制 运用
        //加载主城场景
        //跨场景的剧情
        //场景暗下来 主镜头关闭
        IEnumerator StoryProgress()
        {
            yield return(StartCoroutine(NpcDialogInterface.WaitPlayerInit()));

            var text = new string[] {
                "是夜,你独自一人闯入了试炼之地,与此同时, 在村中",
            };

            yield return(StartCoroutine(NpcDialogInterface.WaitHandler(
                                            (cb) => {
                NpcDialogInterface.ShowTextList(text, () => {
                    cb();
                }
                                                );
            })));

            NpcDialogInterface.SetBlackAndStopAI();
            text = new string[] {
                "至若:东湖哥哥,你怎么了,夜里来这里干什么?",
                "东湖:我... 我... 我也不知道怎么了,只觉得胸中热气鼓荡,神不知鬼不觉就来到这里了",
                "至若:你不会魔气未净, 我去找巨牙子爷爷",
                "东湖:我... 我... 嘿嘿,小姑娘,不用去了,本王要借你的至阴之气一用",
                "至若:东湖哥哥你怎么了,为何突然说话声音变了, 东湖哥哥 东湖哥哥 ,东... 湖... 哥..., 我头有点晕...",
                "是夜,一夜无话",
            };
            yield return(StartCoroutine(
                             NpcDialogInterface.WaitHandler((cb) => {
                NpcDialogInterface.ShowTextList(text, () => {
                    cb();
                });
            })
                             ));

            NpcDialogInterface.ResetBlackAndAI();


            text = new string[] {
                "自从那日与魔神交手之后,心中总是有不详预感,不知道现在村子里面怎么样了,等找到父母留下的宝物,就尽快回去了",
            };

            yield return(StartCoroutine(
                             NpcDialogInterface.WaitHandler((cb) => {
                NpcDialogInterface.ShowTextList(text, () => {
                    cb();
                });
            })
                             ));

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.EnterNextZone)));

            text = new string[] {
                "前方为何散发出幽幽蓝光,难道宝物就在那里",
            };
            yield return(StartCoroutine(
                             NpcDialogInterface.WaitHandler((cb) => {
                NpcDialogInterface.ShowTextList(text, () => {
                    cb();
                });
            })
                             ));

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.BossSpawn)));

            text = new string[] {
                "???:我被困在这匣子里面整整一千年了,刑木,你怕是早就死了吧哈哈哈",
                "你是何方妖魔,竟敢直呼我先祖的名讳",
                "小娃娃,刚好,我已千年没有进食了,正好吃掉你,解解馋",
            };
            yield return(StartCoroutine(
                             NpcDialogInterface.WaitHandler((cb) => {
                NpcDialogInterface.ShowTextList(text, () => {
                    cb();
                });
            })
                             ));

            MyEventSystem.PushEventStatic(MyEvent.EventType.SpeakOver);

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.BossDead)));

            text = new string[] {
                "这散落一地的宝石,似乎蕴含着极大的力量,回去问问巨牙子爷爷",
            };

            yield return(StartCoroutine(
                             NpcDialogInterface.WaitHandler((cb) => {
                NpcDialogInterface.ShowTextList(text, () => {
                    cb();
                });
            })
                             ));

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.LevelFinish)));

            BattleManager.battleManager.GameOver();
            GameInterface_Player.SetIntState(GameBool.cunZhangState, 11);
        }
Beispiel #27
0
        IEnumerator CreateZhiRuoAndDongHu()
        {
            this.regEvt = new System.Collections.Generic.List <MyEvent.EventType>()
            {
                MyEvent.EventType.EnterNextZone,
                MyEvent.EventType.BossSpawn,
                MyEvent.EventType.BossDead,
                MyEvent.EventType.LevelFinish,
            };
            RegEvent();


            GameObject myplayer = null;

            while (myplayer == null)
            {
                yield return(new WaitForSeconds(1));

                myplayer = ObjectManager.objectManager.GetMyPlayer();
            }
            var myp = new GameObject("TempNpcPos");

            yield return(new WaitForSeconds(1));

            myp.transform.position = myplayer.transform.position + new Vector3(Random.Range(-3.0f, 3.0f), 0.2f, Random.Range(-3.0f, 3.0f));
            ObjectManager.objectManager.CreateNpc(Util.GetNpcData(20008), myp);
            yield return(new WaitForSeconds(1));

            myp = new GameObject("TempNpcPos");
            myp.transform.position = myplayer.transform.position + new Vector3(Random.Range(-3.0f, 3.0f), 0.2f, Random.Range(-3.0f, 3.0f));
            ObjectManager.objectManager.CreateNpc(Util.GetNpcData(20009), myp);

            string[] text = new string[] {
                "东湖:这里真的好黑呀...",
                "至若:{0}哥哥,我好怕",
                "别怕至若,我会保护你的,跟紧我。",
                "大家和我一起向前走吧",
            };
            var c = 0;

            foreach (var t in text)
            {
                text[c] = string.Format(t, ObjectManager.objectManager.GetMyName());
                c++;
            }
            NpcDialogInterface.ShowTextList(text, null);

            while (!inNextZone)
            {
                yield return(new WaitForSeconds(1));
            }
            inNextZone = false;

            text = new string[] {
                "这里的怪物很多,大家小心\n我感受到前面有强大的气息",
                "至若:{0}哥哥也要小心。"
            };
            c = 0;
            foreach (var t in text)
            {
                text[c] = string.Format(t, ObjectManager.objectManager.GetMyName());
                c++;
            }
            NpcDialogInterface.ShowTextList(text, null);


            while (!inNextZone)
            {
                yield return(new WaitForSeconds(1));
            }
            inNextZone = false;

            text = new string[] {
                "巨牙子爷爷说过这里都只是些魔王子子孙孙,为什么我感觉如此不安?",
                "至若:我也是,空气中的血腥味越来越浓了。",
                "东湖:咱们早点找到宝贝,回去吧。",
                "恩,我们继续前进吧。",
            };
            c = 0;
            foreach (var t in text)
            {
                text[c] = string.Format(t, ObjectManager.objectManager.GetMyName());
                c++;
            }
            NpcDialogInterface.ShowTextList(text, null);


            while (!bossSpawn)
            {
                yield return(new WaitForSeconds(1));
            }

            text = new string[] {
                "???: 愚蠢的人类你们唤醒了我,承受我的怒火吧~~",
                "东湖: 上古魔神的声音,这次死定了",
                "这鬼地方怎么会有上古魔神,大家小心",
                "魔神: 好久没有见到新鲜血肉了,这次就让我吃饱吧,哈哈哈",
            };
            bool sover = false;

            NpcDialogInterface.ShowTextList(text, delegate() {
                sover = true;
            });
            while (!sover)
            {
                yield return(new WaitForSeconds(1));
            }
            MyEventSystem.PushEventStatic(MyEvent.EventType.SpeakOver);

            while (!bossDead)
            {
                yield return(new WaitForSeconds(2));
            }


            text = new string[] {
                "魔神:哈哈你们激怒我了,要不是本王刚刚复活,又怎么会败在你们手上\n本王还会回来的,走之前,送你们一个礼物,哈哈~",
                ".......啊,东湖你没事吧?",
                "东湖: 我...我没事......",
            };
            bool donghuSi = false;

            NpcDialogInterface.ShowTextList(text, delegate() {
                donghuSi = true;
            });
            while (!donghuSi)
            {
                yield return(new WaitForSeconds(1));
            }
            var npc = NpcManager.Instance.GetNpcObj("东湖");
            var att = npc.GetComponent <NpcAttribute>();

            att.ChangeHP(-att.HP_Max);

            text = new string[] {
                "东湖,东湖,醒醒..醒醒...",
                "至若,我们快送东湖回去找村长",
            };
            bool gover = false;

            NpcDialogInterface.ShowTextList(text, delegate(){
                gover = true;
            });
            while (!gover)
            {
                yield return(new WaitForSeconds(1));
            }

            GameInterface_Player.SetIntState(GameBool.cunZhangState, 2);
            BattleManager.battleManager.GameOver();
        }
Beispiel #28
0
        IEnumerator CreateZhiRuo()
        {
            GameObject myplayer = null;

            while (myplayer == null)
            {
                yield return(new WaitForSeconds(1));

                myplayer = ObjectManager.objectManager.GetMyPlayer();
            }

            var myp = new GameObject("TempNpcPos");

            yield return(new WaitForSeconds(1));

            myp.transform.position = myplayer.transform.position + new Vector3(Random.Range(-3.0f, 3.0f), 0.2f, Random.Range(-3.0f, 3.0f));
            ObjectManager.objectManager.CreateNpc(Util.GetNpcData(20008), myp);

            string[] text = new string[] {
                "至若:哥哥,这里真的有苍冥水么",
                "我也不知道,咱们先看看吧",
            };
            NpcDialogInterface.ShowTextList(text, null);

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.EnterNextZone)));

            text = new string[] {
                "至若:为何寻了半天也没见苍冥水的踪迹?",
                "难道因为魔神苏醒,连苍冥水也被毁掉了?",
                "至若:若是如此那可怎么办?",
                "现在也只能走一步看一步了",
            };
            NpcDialogInterface.ShowTextList(text, null);

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.BossSpawn)));

            var sover = false;

            text = new string[] {
                "wu.......",
                "至若:这是什么声音?",
                "至若小心。",
            };
            NpcDialogInterface.ShowTextList(text, () => sover = true);
            while (!sover)
            {
                yield return(null);
            }

            MyEventSystem.PushEventStatic(MyEvent.EventType.SpeakOver);

            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.BossDead)));

            text = new string[] {
                "至若:那闪闪发光的是什么东西?",
                "好像是一个瓶子,有一股清幽之气",
                "至若:先收起来吧,回去问问巨牙子爷爷",
            };

            bool over = false;

            NpcDialogInterface.ShowTextList(text, () => {
                over = true;
            });
            while (!over)
            {
                yield return(null);
            }
            GameInterface_Player.SetIntState(GameBool.cunZhangState, 5);
            yield return(StartCoroutine(eh.WaitEvt(MyEvent.EventType.LevelFinish)));

            text = new string[] {
                "幽冥之中传来一阵笑声,嘿嘿嘿",
            };
            over = false;
            NpcDialogInterface.ShowTextList(text, () => {
                over = true;
            });
            while (!over)
            {
                yield return(null);
            }


            BattleManager.battleManager.GameOver();
        }