Пример #1
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);
         }
     }
 }
Пример #2
0
    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;
    }
Пример #3
0
    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());
        }
    }
Пример #4
0
        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;
        }
Пример #5
0
 public override void Enter(GameSystem system)
 {
     isTorchActivated = true;
     tipText          = PerformSystem.ShowTextToPerform("点火炬熄灭之~");
     PerformSystem.FocusOn(dailyData10.firstTorch.position.x);
 }
Пример #6
0
 /// <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);
 }