private void FixedUpdate() { if (gamePanel.showFinish && (Application.platform == RuntimePlatform.Android ? Input.GetTouch(0).phase == TouchPhase.Began : Input.GetKeyDown(KeyCode.Z))) { gamePanel.hideTextPanel(true); switch (gameManager.instance.now) { case 1: StartCoroutine(event1()); break; case 2: gamePanel.showTextPanel("墨铭", "击垮沿路的匈奴军队!", 'L', face1, "bottom"); break; case 3: Camera.main.GetComponent <CameraFollow>().Active = true; gamePanel.showBattleBtn(player.gameObject); BattleManager.instance.startLevel(); break; case 8: gamePanel.showTextPanel("???", "汉人的突击部队吗?", 'R', face2, "bottom"); break; case 9: gamePanel.showTextPanel("???", "包围他们!", 'R', face2, "bottom"); break; case 10: StartCoroutine(battle5()); break; case 12: StartCoroutine(boss()); break; case 14: StartCoroutine(event14()); break; default: break; } } if (autoEvent) { switch (gameManager.instance.now) { case 11: gamePanel.showTextPanel("???", "一群不中用的蠢货!让老子亲自来会会你们!", 'R', face2, "bottom"); autoEvent = false; break; case 13: if (!BattleManager.instance.inBattle) { autoEvent = false; gamePanel.showTextPanel("墨铭", "匈奴在这里重兵把守,看来前路凶多吉少啊", 'L', face1, "bottom"); } break; case 15: StartCoroutine(event15()); autoEvent = false; break; } } }
private void FixedUpdate() { if (gamePanel.showFinish && (Application.platform == RuntimePlatform.Android ? Input.GetTouch(0).phase == TouchPhase.Began : Input.GetKeyDown(KeyCode.Z))) { gamePanel.hideTextPanel(true); switch (gameManager.instance.now) { case 1: StartCoroutine(event1()); break; case 2: gamePanel.showTextPanel("墨铭", "这里驻扎的匈奴不在少数,一定要小心为上", 'L', face1, "bottom"); break; case 3: Camera.main.GetComponent <CameraFollow>().Active = true; gamePanel.showBattleBtn(player.gameObject); BattleManager.instance.startLevel(); break; case 8: gamePanel.showTextPanel("墨铭", "要小心天上的暗箭!!", 'L', face1, "bottom"); break; case 9: StartCoroutine(battle5()); break; case 11: gamePanel.showTextPanel("???", "不过也就到此为止了!", 'R', face2, "bottom"); break; case 12: StartCoroutine(boss()); break; case 14: StartCoroutine(event14()); break; default: break; } } if (autoEvent) { switch (gameManager.instance.now) { case 10: player.Move(0); gamePanel.showTextPanel("???", "能躲过我的逆风箭,身手不错", 'R', face2, "bottom"); autoEvent = false; break; case 13: if (!BattleManager.instance.inBattle) { autoEvent = false; gamePanel.showTextPanel("墨铭", "你该为了这座城偿命", 'L', face1, "bottom"); } break; case 15: StartCoroutine(event15()); autoEvent = false; break; } } }
private void FixedUpdate() { if (gamePanel.showFinish && (Application.platform == RuntimePlatform.Android ? Input.GetTouch(0).phase == TouchPhase.Began : Input.GetKeyDown(KeyCode.Z))) { gamePanel.hideTextPanel(true); switch (gameManager.instance.now) { case 1: StartCoroutine(event1()); break; case 2: gamePanel.showTextPanel("墨铭", "将士们冲啊!跟随大将军击垮匈奴军!活捉单于!", 'L', face1, "bottom"); break; case 3: Camera.main.GetComponent <CameraFollow>().Active = true; gamePanel.showBattleBtn(player.gameObject); BattleManager.instance.startLevel(); break; case 8: gamePanel.showTextPanel("???", "哼哼.....", 'R', face2, "bottom"); break; case 9: gamePanel.showTextPanel("???", ".......", 'R', face2, "bottom"); break; case 10: StartCoroutine(boss()); break; case 12: StartCoroutine(event12()); break; default: break; } } if (autoEvent) { switch (gameManager.instance.now) { case 11: if (!BattleManager.instance.inBattle) { autoEvent = false; player.Move(0); gamePanel.showTextPanel("墨铭", "躲在暗影中的杀手...真是难缠的对手,耽误了不少时间,要赶紧去抓捕单于!!", 'L', face1, "bottom"); } break; case 13: StartCoroutine(event13()); autoEvent = false; break; } } }
private void FixedUpdate() { if (gamePanel.showFinish && (Application.platform == RuntimePlatform.Android ? Input.GetTouch(0).phase == TouchPhase.Began : Input.GetKeyDown(KeyCode.Z))) { gamePanel.hideTextPanel(true); switch (gameManager.instance.now) { case 1: StartCoroutine(event1()); break; case 2: gamePanel.showTextPanel("墨铭", "要穿过这片沙漠!", 'L', face1, "bottom"); break; case 3: Camera.main.GetComponent <CameraFollow>().Active = true; gamePanel.showBattleBtn(player.gameObject); BattleManager.instance.startLevel(); break; case 8: gamePanel.showTextPanel("???", "能闯到这里,你们真的很不错", 'R', face2, "bottom"); break; case 9: gamePanel.showTextPanel("???", "不过,还是成为我的刀下之鬼吧", 'R', face2, "bottom"); break; case 10: StartCoroutine(boss()); break; case 12: StartCoroutine(event12()); break; default: break; } } if (autoEvent) { switch (gameManager.instance.now) { case 11: if (!BattleManager.instance.inBattle) { autoEvent = false; gamePanel.showTextPanel("墨铭", "真是可怕的男人....要赶快去追击单于!", 'L', face1, "bottom"); } break; case 13: StartCoroutine(event13()); autoEvent = false; break; } } }
private void FixedUpdate() { if (gamePanel.showFinish && (Application.platform == RuntimePlatform.Android ? Input.GetTouch(0).phase == TouchPhase.Began : Input.GetKeyDown(KeyCode.Z))) { gamePanel.hideTextPanel(true); switch (gameManager.instance.now) { case 1: gamePanel.showTextPanel("hide", "故事的主角,一位叫墨铭的年轻人,作为副将跟随着大将军卫青,踏上了保家卫国的出塞征途……", 'L', null, "center"); break; case 2: StartCoroutine(event2()); break; case 3: StartCoroutine(event3()); break; case 4: StartCoroutine(event4()); break; case 5: Camera.main.GetComponent <CameraFollow>().Active = true; gamePanel.showBattleBtn(player.gameObject); BattleManager.instance.startLevel(); StartCoroutine(event5()); break; case 9: StartCoroutine(event9()); break; case 10: gamePanel.showTextPanel("墨铭", "只是小股的侦查部队吗,也好,回去向将军报告一下,匈奴接下来可能会有大动作了!", 'L', face1, "bottom"); break; case 11: StartCoroutine(event11()); break; default: break; } } if (autoEvent) { switch (gameManager.instance.now) { case 12: StartCoroutine(event12()); autoEvent = false; break; } } }
private void FixedUpdate() { if (gamePanel.showFinish && (Application.platform == RuntimePlatform.Android ? Input.GetTouch(0).phase == TouchPhase.Began : Input.GetKeyDown(KeyCode.Z))) { gamePanel.hideTextPanel(true); switch (gameManager.instance.now) { case 1: StartCoroutine(event1()); break; case 2: gamePanel.showTextPanel("墨铭", "将士们!为大汉尽献忠诚吧!", 'L', face1, "bottom"); break; case 3: Camera.main.GetComponent <CameraFollow>().Active = true; gamePanel.showBattleBtn(player.gameObject); BattleManager.instance.startLevel(); break; case 8: gamePanel.showTextPanel("???", "你们必须止步这里!", 'R', face2, "bottom"); break; case 9: gamePanel.showTextPanel("???", "绝对不会让你追上单于", 'R', face2, "bottom"); break; case 10: StartCoroutine(battle5()); break; case 12: StartCoroutine(boss()); break; case 14: gamePanel.showTextPanel("墨铭", "可恶,战斗浪费了太多的时间,要赶快去追击单于!!", 'L', face1, "bottom"); break; case 15: StartCoroutine(event15()); break; case 17: gamePanel.showTextPanel("hide", "虽然未能活捉单于,漠北之战最终仍以汉军的全面胜利而告终。在这次战役中,共歼灭匈奴军九万余人,使其一时无力渡漠南下。", 'L', null, "center"); break; case 18: gamePanel.showTextPanel("hide", "作为卫边战争的漠北决战的胜利,制止了匈奴奴隶主对汉边境的残暴掠夺,加速了我国北部地区的进一步统一和开发,具有深远的历史意义,可以说是我国古代反抗外敌侵略的重大胜利", 'L', null, "center"); break; case 19: gamePanel.showTextPanel("hide", "“明犯强汉者,虽远必诛!” ——陈汤", 'L', null, "center"); break; case 20: gamePanel.showTextPanel("hide", "感谢您的游玩!", 'L', null, "center"); break; case 21: if (!gameManager.instance.ach.Contains("08")) { gameManager.instance.getAchievemrnt(8); } gameManager.instance.showMakerName(); break; default: break; } } if (autoEvent) { switch (gameManager.instance.now) { case 11: gamePanel.showTextPanel("墨铭", "不管你们出于什么理由,进犯我大汉边境,屠戮我大汉人民,不论单于他逃到哪里,我们都会追击,直到彻底击垮你们!", 'L', face1, "bottom"); autoEvent = false; break; case 13: if (!BattleManager.instance.inBattle) { autoEvent = false; gamePanel.showTextPanel("墨铭", "事关我大汉荣辱与百姓的生死存亡,挡我者,死!", 'L', face1, "bottom"); } break; case 16: StartCoroutine(event16()); autoEvent = false; break; } } }