public override void Excute(GameSystem system) { if (torchNum > num) { num++; if (num > 3) { system.ChangeState(new State12()); } else { PerformSystem.FadeIn(dailyData10.backGround, 0.3f, 1 - 0.3f * num); PerformSystem.FocusOn(dailyData10.firstTorch.position.x + dailyData10.torchDistance * num); } } }
IEnumerator Scene12() { dailyData10.menu.SetActive(true); dailyData10.Menu1.SetActive(true); dailyData10.Menu2.SetActive(false); float s = PerformSystem.Hide(); yield return(new WaitForSeconds(s)); PerformSystem.FocusOn(dailyData10.menu.transform.position); PerformSystem.Hide(dailyData10.backGround, 0.3f); yield return(new WaitForSeconds(1)); PerformSystem.FadeIn(1); tributeNum = 0; tipWord1 = dailyData10.tipWord1; tipWord2 = dailyData10.tipWord2; }
IEnumerator Unloading() { //淡出 BackGround.SetActive(false); float seconds = PerformSystem.Hide(); yield return(new WaitForSeconds(seconds)); PerformSystem.FocusOn(0, 0); yield return(new WaitForSeconds(1)); if (SceneManager.GetSceneByName(toUnload).IsValid()) { SceneManager.UnloadSceneAsync(toUnload); } loadingProgress = SceneManager.LoadSceneAsync(toLoad, LoadSceneMode.Additive); yield return(new WaitForSeconds(0.5f)); if (isRapid && loadingProgress.isDone) { isLoaded = true; print("Loaded Done Rapidly"); yield return(Over()); } else { //淡出完毕,淡入 BackGround.SetActive(true); StartCoroutine(Loading()); seconds = PerformSystem.FadeIn(); yield return(new WaitForSeconds(seconds)); //淡入完毕,开始检测Loading进度 yield return(LoadingChecker()); } }
public override IEnumerator Excute() { DailyData11 data = GameSystem.dailyData11; GameSystem.isInteractingAllowed = false; yield return(new WaitForSeconds(3f)); yield return(Speak(data.LinJu, "兰姐,你怎么来了?", 2)); yield return(Speak(data.MuQin, "刚炖的莲藕排骨汤,盛了碗热的来,给你尝尝。", 2)); yield return(Speak(data.LinJu, "哎哟,老早以前就馋着要喝你做的汤,求你求了这么久,可算是来了。", 2)); yield return(new WaitForSeconds(0.5f)); data.LinJu.Turn(); yield return(new WaitForSeconds(0.5f)); data.LinJu.Speak("豆子!你兰阿姨来了!过来打个招呼!"); yield return(new WaitForSeconds(0.3f)); yield return(data.DouZi.walkTo(data.Door01R)); PerformSystem.Hide(data.DouZi.gameObject); yield return(new WaitForSeconds(0.5f)); data.LinJu.ShutUp(); yield return(data.DouZi.walkTo(data.Door01L)); PerformSystem.FadeIn(data.DouZi.gameObject); yield return(data.DouZi.walkTo(2.26f)); data.LinJu.Turn(); yield return(new WaitForSeconds(0.5f)); yield return(Speak(data.DouZi, "兰阿姨好!", 1)); yield return(Speak(data.MuQin, "豆子是不是又长高了呀。", 2)); yield return(Speak(data.LinJu, "小兔崽子一天到晚外面疯跑,能不长吗。", 2)); yield return(Speak(data.LinJu, "来,给兰阿姨接好,端去厨房,别跑,小心别撒了啊。", 2)); PerformSystem.FocusOn(data.Bowl.transform); data.Bowl.transform.SetParent(data.DouZi.transform); data.MuQin.animator.SetBool("DuanWan", false); //这个po是调整碗的位置的 Vector3 po = data.Bowl.transform.localPosition; po.y = 0.19f; data.Bowl.transform.localPosition = po; data.DouZi.animator.SetBool("DuanWan", true); yield return(new WaitForSeconds(0.3f)); po.x *= -1; data.Bowl.transform.localPosition = po; data.DouZi.Turn(); yield return(data.DouZi.walkTo(data.Door01L)); PerformSystem.Hide(data.DouZi.gameObject); PerformSystem.Hide(data.Bowl); yield return(new WaitForSeconds(0.5f)); yield return(data.DouZi.walkTo(data.Door01R)); PerformSystem.FadeIn(data.DouZi.gameObject); PerformSystem.FadeIn(data.Bowl); GameSystem.isInteractingAllowed = true; }
public override void Enter(GameSystem system) { isTorchActivated = true; tipText = PerformSystem.ShowTextToPerform("点火炬熄灭之~"); PerformSystem.FocusOn(dailyData10.firstTorch.position.x); }
/// <summary> /// 附身于某物体 /// </summary> /// <param name="target">附身目标</param> static public void Haunt(HauntableObject target) { currentHauntedObject = target; Num = target.Num; PerformSystem.FocusOn(currentHauntedObject.transform.position.x + currentHauntedObject.cameraX); }