Ejemplo n.º 1
0
    IEnumerator Scene10()
    {
        dailyData10.title.SetActive(false);
        dailyData10.black.SetActive(true);
        PerformSystem.ShowTextToPerformForSeconds("「爷爷,为什么要给一块石头建一座庙呀?」", 5);
        yield return(new WaitForSeconds(5));

        PerformSystem.ShowTextToPerformForSeconds("「那可不是普通的石头。那是龙的化身!」", 4);
        yield return(new WaitForSeconds(4));

        dailyData10.title.SetActive(true);
        PerformSystem.FadeIn(dailyData10.title, 1.5f, 1);
        yield return(new WaitForSeconds(2));

        PerformSystem.FadeOut(dailyData10.black, 4);
        yield return(new WaitForSeconds(5));

        PerformSystem.FadeOut(dailyData10.title, 1.5f);
        yield return(new WaitForSeconds(1));

        PerformSystem.ShowTextToPerformForSeconds("「它灵吗?」", 3, new Vector2(4, 0));
        yield return(new WaitForSeconds(2));

        PerformSystem.ShowTextToPerformForSeconds("「当然了,心够诚,龙就能听到你的心愿。」", 5, new Vector2(6, -2));
        yield return(new WaitForSeconds(4));

        PerformSystem.FadeOut(dailyData10.theGuy, 1);
        yield return(new WaitForSeconds(2));

        ChangeState(new State11());
    }
Ejemplo n.º 2
0
    public void ChangeState()
    {
        if (!isWork)
        {
            return;
        }
        if (isAnyHauntableThingInIt && hauntableState == currentState && HauntSystem.currentHauntedObject == Object)
        {
            blackH = GameObject.Instantiate(PerformSystem.blackHole, transform.position, Quaternion.identity, transform);
            GameSystem.condition[0] = true;
            PerformSystem.FadeIn(blackH, 0.1f);
        }
        if (isConditionTrigged && currentState == state && isRound)
        {
            GameSystem.condition[condition] = false;
        }
        if (States[currentState] != null)
        {
            States[currentState].SetActive(false);
        }



        currentState++;
        if (currentState >= States.Length)
        {
            currentState = 0;
        }
        if (States[currentState] != null)
        {
            States[currentState].SetActive(true);
        }
        if (isAnyHauntableThingInIt && hauntableState == currentState && HauntSystem.currentHauntedObject == Object)
        {
            if (blackH != null)
            {
                PerformSystem.FadeOut(blackH);
            }
        }
        if (isConditionTrigged && currentState == state)
        {
            GameSystem.condition[condition] = true;
        }
    }
Ejemplo n.º 3
0
    IEnumerator Scene15()
    {
        yield return(dailyData11.DouZi.walkTo(16));

        PerformSystem.FadeOut(dailyData11.DouZi.gameObject);
        PerformSystem.FadeOut(dailyData11.Bowl);
        while (true)
        {
            yield return(new WaitForSeconds(15));

            string words = "";
            switch ((int)Random.Range(0, 5))
            {
            case 0:
                words = "变喽……时代变喽……";
                break;

            case 1:
                words = "新鲜事物多喽……老头子都跟不上喽……";
                break;

            case 2:
                words = "还是以前的日子舒服唷……";
                break;

            case 3:
                words = "闲无事在敌楼我亮一亮琴音,我面前缺少个知音的人 ——";
                break;

            case 4:
                words = "就剩这间戏院喽……";
                break;
            }
            yield return(MyEvent.Speak(dailyData11.LaoHu, words, 5));
        }
    }
Ejemplo n.º 4
0
        public override IEnumerator Excute()
        {
            DailyData11 data = GameSystem.dailyData11;

            yield return(Speak(data.LinJu, "哎,我以后是绝对不把豆子放出去的。", 2));

            yield return(Speak(data.MuQin, "你这——", 2));

            yield return(Speak(data.LinJu, "这一是,那么久不见他,我是真受不了。二是,我不在他跟前管着他,他不知道要捅多大篓子!", 2));

            yield return(Speak(data.MuQin, "豆子不是挺乖的吗?", 2));

            yield return(Speak(data.LinJu, "你是不知道!他喜欢跟别人打架!", 2));

            yield return(Speak(data.MuQin, "哎呀,男孩子嘛,难免的。", 2));

            yield return(Speak(data.LinJu, "一两次都算了,他基本上出去一次就要跟别人打一架。他又倔,又不肯说为啥跟别人打!", 2));

            yield return(Speak(data.MuQin, "哎呀,是不是受欺负了呀……", 2));

            yield return(Speak(data.LinJu, "小兔崽子刚回来,我看他一层灰一层泥的,还心疼得不得了。跑去别人家里准备和他们理论理论,结果一看,哟呵。", 2));

            yield return(Speak(data.MuQin, "嗯?", 2));

            yield return(Speak(data.LinJu, "那家的比我们这祖宗还惨!哭哭啼啼的,脸上都挂了彩。", 2));

            yield return(Speak(data.MuQin, "这……", 2));

            yield return(Speak(data.LinJu, "谁不心疼自家娃呢?那家人也是把我好生一顿数落。", 2));

            yield return(Speak(data.MuQin, "那边的小孩儿呢?说没说为啥要打架呀?", 2));

            yield return(Speak(data.LinJu, "说啥呀!说是不知道怎么的了就突然惹到豆子了,冲过来就是一拳头。", 2));

            yield return(Speak(data.LinJu, "我真是怕了他了。成天就担心他又在哪惹事了。", 2));

            yield return(Speak(data.LinJu, "哎哎哎不说了不说了。", 2));

            yield return(Speak(data.MuQin, "嗯你忙吧,我先回去了。", 2));

            yield return(Speak(data.LinJu, "有空再来啊。", 2));

            data.MuQin.Turn();
            if (GameSystem.condition[0])
            {
                yield return(Speak(data.LinJu, "哎等等!", 2));

                data.MuQin.Turn();
                yield return(Speak(data.MuQin, "怎么了?", 1));

                yield return(Speak(data.LinJu, "一个重要的事儿忘了说!", 2));

                yield return(Speak(data.MuQin, "嗯?", 1));

                yield return(Speak(data.LinJu, "佳佳啊,记得不?", 2));

                yield return(Speak(data.MuQin, "那个眼睛挺大,挺干净的小姑娘?", 2));

                yield return(Speak(data.LinJu, "是呀,你家阿龙不是还喜欢过人家吗?", 2));

                yield return(Speak(data.LinJu, "我听说,只是听说啊。说他们马上要搬去城里了。", 2));

                yield return(Speak(data.LinJu, "哎,你说佳佳她爸怎么就这么能耐呢?几年前才建了栋新楼,没住几年呢就又要搬。", 2));

                yield return(Speak(data.LinJu, "你不让阿龙抓紧抓紧呀?这姑娘这么好的条件,再不抓紧人就跑啦!去找城里小伙子啦!", 3));

                yield return(Speak(data.LinJu, "还是说——你不喜欢佳佳?", 2));

                yield return(Speak(data.MuQin, "我倒不是……是我爸不喜欢她们家。", 2));

                yield return(Speak(data.LinJu, "啊——也是。她们家就像是很瞧不起我们这小村子一样。建个楼吧,建呗,还专程建在这么远的地方,摆明了是要跟我们摆脱关系嘛。这下还跑更远了", 3));

                yield return(Speak(data.MuQin, "我也管不了这么多。阿龙喜欢就好,不喜欢也", 2));

                yield return(Speak(data.LinJu, "哎!也是!阿龙这么优秀的孩子,不愁找不到好姑娘的。", 2));

                yield return(Speak(data.LinJu, "好啦好啦,回吧回吧,再不回汤都凉了。", 2));

                data.MuQin.Turn();
            }
            yield return(new WaitForSeconds(0.5f));

            PerformSystem.Hide(data.MuQin.gameObject);
            data.LinJu.Turn();
            yield return(data.LinJu.walkTo(data.Door01L));

            PerformSystem.Hide(data.LinJu.gameObject);
            yield return(new WaitForSeconds(0.5f));

            yield return(data.LinJu.walkTo(data.Door01R));

            PerformSystem.FadeIn(data.LinJu.gameObject);
            yield return(data.LinJu.walkTo(16));

            PerformSystem.FadeOut(data.LinJu.gameObject);
        }
Ejemplo n.º 5
0
 void FadeOut()
 {
     PerformSystem.FadeOut();
 }