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()); }
private void Awake() { if (Aname != "" && Aaudio != null) { PerformSystem.AddSound(Aname, Aaudio); } }
public override void Enter(GameSystem system) { //场景载入 PerformSystem.LoadScene("Scene10"); //其他 system.LoadCoroutine(system.Scene10()); }
public void ShutUp() { if (speakText != null) { PerformSystem.FadeOutText(speakText); } }
public void Speak(string word) { GameObject text = Resources.Load("System/SpeakText") as GameObject; speakText = GameObject.Instantiate(text, transform); speakText.GetComponent <Text>().text = word; PerformSystem.FadeInText(speakText); }
IEnumerator AfterLoading() { //淡出 float seconds = PerformSystem.Hide(); yield return(new WaitForSeconds(seconds + 0.1f)); yield return(Over()); }
private void Awake() { //初始化演出 system = gameObject; PerformSystem.PerformInit(); //初始化状态机并在状态机中进一步初始化 switch (sceneNum) { case 0: ChangeState(new InitState()); break; case 1: ChangeState(new State14()); break; } }
IEnumerator Over() { //淡入 float seconds = PerformSystem.FadeIn(); BackGround.SetActive(false); yield return(new WaitForSeconds(seconds)); //淡入完毕 isRapid = true; print("Over"); SceneManager.UnloadSceneAsync("LoadingScene"); yield return(0); }
IEnumerator Scene13() { isInteractingAllowed = false; yield return(new WaitForSeconds(1.5f)); dailyData10.black2.SetActive(true); float seconds = PerformSystem.FadeIn(dailyData10.black2); yield return(new WaitForSeconds(seconds)); dailyData10.Menu1.SetActive(false); dailyData10.Menu2.SetActive(true); PerformSystem.Hide(dailyData10.black2); isInteractingAllowed = true; yield return(0); }
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); } } }
private void OnMouseOver() { if (Input.GetMouseButtonDown(0) && GameSystem.gameStatus != GameSystem.status.pause) { if (点击时播放音效) { if (根据名称播放) { PerformSystem.Play(音效数据.soundName); } else { PerformSystem.Play(音效数据.audio); } } } }
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; }
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; } }
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)); } }
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()); } }
void Hide() { PerformSystem.Hide(); }
public override void Enter(GameSystem system) { isTorchActivated = true; tipText = PerformSystem.ShowTextToPerform("点火炬熄灭之~"); PerformSystem.FocusOn(dailyData10.firstTorch.position.x); }
public override void Exit(GameSystem system) { torchNum = 0; isTorchActivated = false; PerformSystem.FadeOutText(tipText); }
public override void Enter(GameSystem system) { PerformSystem.LoadScene("Scene11"); currentTime = 0; }
private void OnMouseExit() { PerformSystem.Hide(gameObject, 0.1f); }
void Start() { PerformSystem.HideImmediately(gameObject); }
private void OnMouseEnter() { PerformSystem.FadeIn(gameObject, 0.1f); }
IEnumerator SBreak() { DailyData11 data = GameSystem.dailyData11; switch (TVTurnedOnTimes) { case 1: data.LinJuZhangFu.Speak("咦?"); data.KeRen.Speak("咦?"); yield return(new WaitForSeconds(2)); data.LinJuZhangFu.ShutUp(); data.KeRen.ShutUp(); yield return(Speak(data.KeRen, "电视开了?", 2)); yield return(Speak(data.LinJuZhangFu, "哪里碰到了吧。", 2)); //拿起遥控器 data.LinJuZhangFu.animator.SetBool("Pick", true); PerformSystem.Hide(data.Controller1); data.Controller2.SetActive(true); PerformSystem.FadeIn(data.Controller2); yield return(new WaitForSeconds(0.5f)); //关电视 data.TV.ChangeState(); data.TV.isWork = false; yield return(new WaitForSeconds(0.5f)); //放下遥控器 data.LinJuZhangFu.animator.SetBool("Pick", false); PerformSystem.Hide(data.Controller2); PerformSystem.FadeIn(data.Controller1); yield return(Speak(data.KeRen, "诶,打开看看呗。", 2)); yield return(Speak(data.LinJuZhangFu, "你不知道。在我们家,老头子在,电视就不能开。", 2)); yield return(Speak(data.KeRen, "为啥?!", 2)); yield return(Speak(data.LinJuZhangFu, "唉。别提了。", 2)); break; case 2: yield return(Speak(data.LinJuZhangFu, "今天是怎么了?", 2)); //拿起遥控器 data.LinJuZhangFu.animator.SetBool("Pick", true); PerformSystem.Hide(data.Controller1); PerformSystem.FadeIn(data.Controller2); yield return(new WaitForSeconds(0.5f)); //关电视 data.TV.ChangeState(); data.TV.isWork = false; yield return(new WaitForSeconds(0.5f)); //放下遥控器 data.LinJuZhangFu.animator.SetBool("Pick", false); PerformSystem.Hide(data.Controller2); PerformSystem.FadeIn(data.Controller1); break; case 3: //老胡从躺椅上下来 data.YaoYi.enabled = false; data.LaoHu.transform.SetParent(null); Quaternion ro = data.LaoHu.transform.rotation; Vector3 po = data.LaoHu.transform.position; data.LaoHu.transform.rotation = Quaternion.identity; data.LaoHu.animator.SetBool("Lie", false); //老胡走出来 yield return(data.LaoHu.walkTo(data.Door02R)); PerformSystem.Hide(data.LaoHu.gameObject); yield return(new WaitForSeconds(0.5f)); yield return(data.LaoHu.walkTo(data.Door02L)); PerformSystem.FadeIn(data.LaoHu.gameObject); yield return(data.LaoHu.walkTo(21)); //关电视 data.TV.ChangeState(); Destroy(data.TV); //老胡回房 yield return(data.LaoHu.walkTo(data.Door02L)); PerformSystem.Hide(data.LaoHu.gameObject); yield return(new WaitForSeconds(0.5f)); yield return(data.LaoHu.walkTo(data.Door02R)); PerformSystem.FadeIn(data.LaoHu.gameObject); yield return(data.LaoHu.walkTo(po.x)); data.LaoHu.transform.rotation = ro; data.LaoHu.transform.position = po; data.LaoHu.Turn(); data.LaoHu.animator.SetBool("Lie", true); data.LaoHu.transform.SetParent(data.YaoYi.transform); data.YaoYi.enabled = true; yield return(Speak(data.KeRen, "……这?", 2)); yield return(Speak(data.LinJuZhangFu, "老头子就是看不惯它。", 2)); yield return(Speak(data.LinJuZhangFu, "他觉得这东西用了什么邪术,把人都勾跑了,然后就没人看他的戏了。", 2)); yield return(Speak(data.LinJuZhangFu, "……他本来是想砸了这破玩意儿的。后来我告诉他这破玩意儿很贵,他又舍不得了……", 2)); break; } }
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 IEnumerator Excute() { DailyData11 data = GameSystem.dailyData11; if (GameSystem.condition[2]) { TVTurnedOnTimes++; yield return(SBreak()); data.TV.isWork = true; } yield return(SSpeak(data.LinJuZhangFu, "……唉,不需要", "不需要。", 2)); yield return(SSpeak(data.KeRen, "哎,你这就不懂了。算了算了,要不你", "再看看这个?", 2)); yield return(SSpeak(data.LinJuZhangFu, "好小子,", "好不容易回趟村,你就光顾着做你的生意了?", 2)); yield return(SSpeak(data.KeRen, "你这说的什么话?我在城里见了这么多稀奇,第一个想到你,", "一心只想着给你带回来。", 2)); yield return(SSpeak(data.LinJuZhangFu, "好好好,看看,看看。", "这是什么东西?", 2)); yield return(SSpeak(data.KeRen, "这叫八音盒,城里人穷讲究的东西。你看,", "照这儿一摁。", 6)); PerformSystem.Play("8YinHe"); yield return(SSpeak(data.LinJuZhangFu, "", "这小娃娃哪里出来的?!", 2)); yield return(SSpeak(data.KeRen, "", "还能跳舞呢!", 2)); yield return(SSpeak(data.KeRen, "你孩子,", "你老头子,一定喜欢这小东西。", 2)); yield return(SSpeak(data.LinJuZhangFu, "嗨,说起", "老头子。", 2)); yield return(SSpeak(data.LinJuZhangFu, "", "上回阿宽给了我个小娃娃,也是这种,摁一下就能动的。", 2)); yield return(SSpeak(data.LinJuZhangFu, "我想拿它哄哄我们家老头子,结果,", "老头子说了啥你知道不知道?", 2)); yield return(SSpeak(data.KeRen, "", "说了啥?", 2)); yield return(SSpeak(data.LinJuZhangFu, "这个小娃娃不好。", "它只有一个动作。我的小娃娃长得比它好看,而且我让它怎么动,它就怎么动。", 2)); yield return(SSpeak(data.KeRen, "", "他也有这样的小娃娃?", 2)); yield return(SSpeak(data.LinJuZhangFu, "哪儿能呢?", "老头子说的是他的皮影。", 2)); yield return(SSpeak(data.KeRen, "", "唱戏的那个?", 2)); yield return(SSpeak(data.LinJuZhangFu, "", "还能是哪个?", 2)); yield return(SSpeak(data.KeRen, "我今早才路过戏院,", "还以为废了呢。", 2)); yield return(SSpeak(data.LinJuZhangFu, "早几年就说要废,可那个皮影戏班子一直不从。可不就一直拖着,", "拖到了今天。", 2)); yield return(SSpeak(data.KeRen, "", "皮影戏班子?", 2)); yield return(SSpeak(data.LinJuZhangFu, "现在也就剩四个人了。", "我家老头子,隔壁老王,还有老牛那两口子。", 2)); yield return(SSpeak(data.KeRen, "原来如此……诶,所以", "这八音盒你要吗?", 2)); yield return(Speak(data.LinJuZhangFu, "老头子一准不喜欢。", 2)); while (TVTurnedOnTimes < 3) { if (GameSystem.condition[2]) { TVTurnedOnTimes++; yield return(SBreak()); data.TV.isWork = true; } yield return(1); } }
void FadeIn() { PerformSystem.FadeIn(); }
void FadeOut() { PerformSystem.FadeOut(); }
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); }
/// <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); }