IEnumerator AfterLoading() { //淡出 float seconds = PerformSystem.Hide(); yield return(new WaitForSeconds(seconds + 0.1f)); yield return(Over()); }
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); }
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; }
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()); } }
private void OnMouseExit() { PerformSystem.Hide(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; 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 Hide() { PerformSystem.Hide(); }