示例#1
0
    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());
    }
示例#2
0
 private void Awake()
 {
     if (Aname != "" && Aaudio != null)
     {
         PerformSystem.AddSound(Aname, Aaudio);
     }
 }
示例#3
0
 public override void Enter(GameSystem system)
 {
     //场景载入
     PerformSystem.LoadScene("Scene10");
     //其他
     system.LoadCoroutine(system.Scene10());
 }
示例#4
0
 public void ShutUp()
 {
     if (speakText != null)
     {
         PerformSystem.FadeOutText(speakText);
     }
 }
示例#5
0
    public void Speak(string word)
    {
        GameObject text = Resources.Load("System/SpeakText") as GameObject;

        speakText = GameObject.Instantiate(text, transform);
        speakText.GetComponent <Text>().text = word;
        PerformSystem.FadeInText(speakText);
    }
示例#6
0
    IEnumerator AfterLoading()
    {
        //淡出
        float seconds = PerformSystem.Hide();

        yield return(new WaitForSeconds(seconds + 0.1f));

        yield return(Over());
    }
示例#7
0
    private void Awake()
    {
        //初始化演出
        system = gameObject;
        PerformSystem.PerformInit();
        //初始化状态机并在状态机中进一步初始化
        switch (sceneNum)
        {
        case 0: ChangeState(new InitState()); break;

        case 1: ChangeState(new State14()); break;
        }
    }
示例#8
0
    IEnumerator Over()
    {
        //淡入
        float seconds = PerformSystem.FadeIn();

        BackGround.SetActive(false);
        yield return(new WaitForSeconds(seconds));

        //淡入完毕
        isRapid = true;
        print("Over");
        SceneManager.UnloadSceneAsync("LoadingScene");
        yield return(0);
    }
示例#9
0
    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);
    }
示例#10
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);
         }
     }
 }
示例#11
0
 private void OnMouseOver()
 {
     if (Input.GetMouseButtonDown(0) && GameSystem.gameStatus != GameSystem.status.pause)
     {
         if (点击时播放音效)
         {
             if (根据名称播放)
             {
                 PerformSystem.Play(音效数据.soundName);
             }
             else
             {
                 PerformSystem.Play(音效数据.audio);
             }
         }
     }
 }
示例#12
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;
    }
示例#13
0
    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;
        }
    }
示例#14
0
    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));
        }
    }
示例#15
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());
        }
    }
示例#16
0
 void Hide()
 {
     PerformSystem.Hide();
 }
示例#17
0
 public override void Enter(GameSystem system)
 {
     isTorchActivated = true;
     tipText          = PerformSystem.ShowTextToPerform("点火炬熄灭之~");
     PerformSystem.FocusOn(dailyData10.firstTorch.position.x);
 }
示例#18
0
 public override void Exit(GameSystem system)
 {
     torchNum         = 0;
     isTorchActivated = false;
     PerformSystem.FadeOutText(tipText);
 }
示例#19
0
 public override void Enter(GameSystem system)
 {
     PerformSystem.LoadScene("Scene11");
     currentTime = 0;
 }
示例#20
0
 private void OnMouseExit()
 {
     PerformSystem.Hide(gameObject, 0.1f);
 }
示例#21
0
 void Start()
 {
     PerformSystem.HideImmediately(gameObject);
 }
示例#22
0
 private void OnMouseEnter()
 {
     PerformSystem.FadeIn(gameObject, 0.1f);
 }
示例#23
0
        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;
            }
        }
示例#24
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;
        }
示例#25
0
        public override IEnumerator Excute()
        {
            DailyData11 data = GameSystem.dailyData11;

            if (GameSystem.condition[2])
            {
                TVTurnedOnTimes++;
                yield return(SBreak());

                data.TV.isWork = true;
            }
            yield return(SSpeak(data.LinJuZhangFu, "……唉,不需要", "不需要。", 2));

            yield return(SSpeak(data.KeRen, "哎,你这就不懂了。算了算了,要不你", "再看看这个?", 2));

            yield return(SSpeak(data.LinJuZhangFu, "好小子,", "好不容易回趟村,你就光顾着做你的生意了?", 2));

            yield return(SSpeak(data.KeRen, "你这说的什么话?我在城里见了这么多稀奇,第一个想到你,", "一心只想着给你带回来。", 2));

            yield return(SSpeak(data.LinJuZhangFu, "好好好,看看,看看。", "这是什么东西?", 2));

            yield return(SSpeak(data.KeRen, "这叫八音盒,城里人穷讲究的东西。你看,", "照这儿一摁。", 6));

            PerformSystem.Play("8YinHe");
            yield return(SSpeak(data.LinJuZhangFu, "", "这小娃娃哪里出来的?!", 2));

            yield return(SSpeak(data.KeRen, "", "还能跳舞呢!", 2));

            yield return(SSpeak(data.KeRen, "你孩子,", "你老头子,一定喜欢这小东西。", 2));

            yield return(SSpeak(data.LinJuZhangFu, "嗨,说起", "老头子。", 2));

            yield return(SSpeak(data.LinJuZhangFu, "", "上回阿宽给了我个小娃娃,也是这种,摁一下就能动的。", 2));

            yield return(SSpeak(data.LinJuZhangFu, "我想拿它哄哄我们家老头子,结果,", "老头子说了啥你知道不知道?", 2));

            yield return(SSpeak(data.KeRen, "", "说了啥?", 2));

            yield return(SSpeak(data.LinJuZhangFu, "这个小娃娃不好。", "它只有一个动作。我的小娃娃长得比它好看,而且我让它怎么动,它就怎么动。", 2));

            yield return(SSpeak(data.KeRen, "", "他也有这样的小娃娃?", 2));

            yield return(SSpeak(data.LinJuZhangFu, "哪儿能呢?", "老头子说的是他的皮影。", 2));

            yield return(SSpeak(data.KeRen, "", "唱戏的那个?", 2));

            yield return(SSpeak(data.LinJuZhangFu, "", "还能是哪个?", 2));

            yield return(SSpeak(data.KeRen, "我今早才路过戏院,", "还以为废了呢。", 2));

            yield return(SSpeak(data.LinJuZhangFu, "早几年就说要废,可那个皮影戏班子一直不从。可不就一直拖着,", "拖到了今天。", 2));

            yield return(SSpeak(data.KeRen, "", "皮影戏班子?", 2));

            yield return(SSpeak(data.LinJuZhangFu, "现在也就剩四个人了。", "我家老头子,隔壁老王,还有老牛那两口子。", 2));

            yield return(SSpeak(data.KeRen, "原来如此……诶,所以", "这八音盒你要吗?", 2));

            yield return(Speak(data.LinJuZhangFu, "老头子一准不喜欢。", 2));

            while (TVTurnedOnTimes < 3)
            {
                if (GameSystem.condition[2])
                {
                    TVTurnedOnTimes++;
                    yield return(SBreak());

                    data.TV.isWork = true;
                }
                yield return(1);
            }
        }
示例#26
0
 void FadeIn()
 {
     PerformSystem.FadeIn();
 }
示例#27
0
 void FadeOut()
 {
     PerformSystem.FadeOut();
 }
示例#28
0
        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);
        }
示例#29
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);
 }