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(); }
//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); }