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()); }
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)); } }
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); }
void FadeOut() { PerformSystem.FadeOut(); }