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HerobrineXia committed Jul 17, 2022
2 parents 1cfc944 + 4de0835 commit c47b8dd
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8 changes: 8 additions & 0 deletions Assets/AddressableAssetsData/WebGL.meta

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9 changes: 9 additions & 0 deletions Assets/Resources/System/AspectUtility.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,15 @@ void Awake() {
SetCamera();
}

float resetTimer = 0f;
private void Update() {
resetTimer += Time.deltaTime;
if (resetTimer > 5f) {
resetTimer = 0f;
SetCamera();
}
}

public static void SetCamera() {
float currentAspectRatio = 0.0f;
if (Screen.orientation == ScreenOrientation.LandscapeRight ||
Expand Down
36 changes: 20 additions & 16 deletions Assets/Resources/System/StoryM.cs
Original file line number Diff line number Diff line change
Expand Up @@ -186,12 +186,16 @@ IEnumerator Stage2() {
yield return StartCoroutine(WaitForStoryText("“弹药不够的时候记得右键换弹!”", "Don't forget to reload the weapon using right click before you run out of ammo!"));
Spawn(Spawner.EnemyType.Shooter, 1);
Spawn(Spawner.EnemyType.Mover, 1);
<<<<<<< HEAD
SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutorial!");
=======
SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutorial.");
>>>>>>> origin/master
yield return StartCoroutine(WaitUntilClear(1, 8f, "仔细一看,这个角色的手上连枪都没有……", "Hmm... He does not even have a gun in his hand after a closer look."));
if (Player.hp < 3) {
Player.hp = 3;
Spawn(Spawner.EnemyType.Mover, 1);
yield return StartCoroutine(WaitForStoryText("对了,教程结束得先给你回个血……", "Whoops, I almost forgot to heal you after the tutrial."));
yield return StartCoroutine(WaitForStoryText("对了,教程结束得先给你回个血……", "Whoops, I almost forgot to heal you after the tutorial."));
}
stageCompleted = true;
}
Expand All @@ -201,7 +205,7 @@ IEnumerator Stage3() {
yield return new WaitForSeconds(5f);
yield return StartCoroutine(WaitForStoryText("说实话啊,我感觉这个游戏有点……敷衍", "To be honest, I think this game is kind of perfunctory..."));
Spawn(Spawner.EnemyType.Mover, 1);
yield return StartCoroutine(WaitForStoryText("我看了看,这游戏往后的新内容就只剩一种换皮怪了!", "Let's see... We only have one more skin to replace our monsters!"));
yield return StartCoroutine(WaitForStoryText("我看了看,这游戏往后的新内容就只剩一种换皮怪了!", "Let's see... We only have one more new enemy with ONLY new skin!"));
Spawn(Spawner.EnemyType.Mover, 1);
yield return StartCoroutine(WaitForStoryText("除此之外就只剩无尽模式了……但无尽模式谁玩啊?", "And then, all we have is endless mode... But who plays endless mode?"));
Spawn(Spawner.EnemyType.Shooter, 1);
Expand All @@ -228,7 +232,7 @@ IEnumerator Stage4() {
IEnumerator Stage5() {
arrowMax = 0; noDifficulty = true;
yield return new WaitForSeconds(1f);
yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Deng deng deng!"));
yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Ding ding ding!"));
yield return new WaitForSeconds(7f);
yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a genius-made dice!"));
yield return new WaitForSeconds(1.5f);
Expand All @@ -254,26 +258,26 @@ IEnumerator Stage6() {
arrowMax = 3;
Spawn(Spawner.EnemyType.Shooter, 1);
yield return StartCoroutine(WaitForStoryText("不如让我们先等等,我先给你看看之前说的新敌人", "Why don't we wait while I show you the new enemy we were talking about...?"));
SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
SetStoryText("额……就是换皮的那个", "Ugh... That enemy with ONLY new skin.");
Spawn(Spawner.EnemyType.Mover, 1);
yield return StartCoroutine(WaitUntilClear(1, 8f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "So just don't hope too much on that..."));
stageCompleted = true;
}
IEnumerator Stage7() {
arrowMax = 0; noDifficulty = false;
yield return StartCoroutine(WaitForStoryText("让我找找那个换皮怪在哪……", "Hold on... I can't find where that skin is."));
yield return StartCoroutine(WaitForStoryText("让我找找那个换皮怪在哪……", "Hold on... I can't find where that enemy is."));
yield return new WaitForSeconds(1.5f);
SetStoryText("卧槽!小心!", "Geez! Watch out!");
for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
Spawn(Spawner.EnemyType.Mover, 1);
yield return new WaitForSeconds(0.4f);
}
yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for saw blades..."));
yield return StartCoroutine(WaitForStoryText("明明打算之后给宫殿做点装饰的,唉", "Awww... I was gonna use it for decoration in the palace later."));
yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", "What if players give bad reviews of this game with such a big problem?"));
yield return StartCoroutine(WaitForStoryText("明明打算之后给宫殿做点装饰的,唉", "Aww... I was gonna use it for decoration in the palace later."));
yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", "What if players give bad reviews of this game with such a big issue?"));
if (Player.hp < 3) {
Player.hp = 3;
yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", "Aww, that's a huge trouble... But let me heal you first... "));
yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", "Aww, that's a huge trouble... Let me heal you first."));
} else {
yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", "Aww, that's a huge trouble..."));
}
Expand Down Expand Up @@ -303,22 +307,22 @@ IEnumerator Stage10() {
yield return StartCoroutine(WaitUntilClear(1, 12f, "哇哦……", "Wow!"));
Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
yield return StartCoroutine(WaitForStoryText("看起来我低估了骰子™的……", "It seems that I have under underestimate the Button Dice™'s..."));
SetStoryText("刺激程度", "Intensity");
SetStoryText("刺激程度", "Intensity.");
yield return StartCoroutine(WaitUntilClear(2, 12f, "这不比原来好玩多了嘛!", "Isn't this more fun than before?"));
stageCompleted = true;
}
IEnumerator Stage11() {
arrowMax = 2; noDifficulty = false;
yield return StartCoroutine(WaitForStoryText("既然骰子™能为游戏的玩法带来颠覆性的体验", "Since Dice™ can bring such a revolutionary experience to the gameplay..."));
SetStoryText("那我们为啥不再立即多来几颗呢?这不是摆明了越多骰子就越好玩么?", "So why don't we just get a few more dice now? Wouldn't more dice be more fun?");
SetStoryText("那我们为啥不再立即多来几颗呢?这不是摆明了越多骰子™就越好玩么?", "So why don't we just get a few more Dice™ now? Wouldn't more Dice™ be more fun?");
Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
yield return new WaitForSeconds(1f);
yield return StartCoroutine(WaitForStoryText("哈?", "Hah?"));
arrowMax = 4;
Spawn(Spawner.EnemyType.Heavy, 1);
yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", "How did the nut come out at this time?"));
Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", "Ugh... That's the monster what we talking about"));
yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", "Ugh... That's the monster what we talking about."));
Spawn(Spawner.EnemyType.Heavy, deathInStage <= 1 ? 2 : 1);
yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", "But it will be our final type of enemies!"));
SetStoryText("没有新敌人、没有新机制……", "No more new enemies, no more new mechanics...");
Expand Down Expand Up @@ -354,7 +358,7 @@ IEnumerator Stage15() {
Spawn(Spawner.EnemyType.Mover, 1);
if (Player.hp < 3) {
Player.hp = 3; arrowMax = 1;
yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first..."));
yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first."));
} else {
yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", "That was a lot harder than I thought..."));
}
Expand All @@ -369,13 +373,13 @@ IEnumerator Stage15() {
IEnumerator Stage16() {
arrowMax = Mathf.Max(3, 5 - deathInStage); arrowTime = 1.5f + deathInStage * 0.1f; noDifficulty = false;
yield return StartCoroutine(WaitForStoryText("诶?", "Eh?"));
yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", "I think we're at the boss level"));
yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", "I think we're at the boss level."));
Spawn(Spawner.EnemyType.Shooter, 1);
yield return new WaitForSeconds(3f);
yield return StartCoroutine(WaitForStoryText("似乎……就是一堆螺圈满天飞?倒也符合这游戏的尿性", "Well... just a bunch of coils flying over the sky? At least it fits the nature of this game."));
Spawn(Spawner.EnemyType.Mover, 2);
yield return new WaitForSeconds(3f);
yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", "After finishing the boss level, you will enter the endless mode..."));
yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", "After finishing the boss level, you will enter the endless mode."));
Spawn(Spawner.EnemyType.Shooter, 1);
yield return StartCoroutine(WaitForStoryText("嗯……就是敌人会出现得越来越快啊,有个计时器啊,巴拉巴拉", "Hmm... it's just enemies will appear faster and faster, and there will be a timer, blablabla..."));
yield return StartCoroutine(WaitUntilClear(0, 10f, "说起来这游戏又没排行榜,那计时器有啥意义?", "Speaking of the timer, what's the point if there's not a leaderboard?"));
Expand Down Expand Up @@ -407,7 +411,7 @@ IEnumerator Stage19() {
yield return StartCoroutine(WaitForStoryText("后面还有无尽模式啊!无尽模式!这样可怎么玩?", "There is an endless mode after this! Endless mode! How can this be played?"));
yield return StartCoroutine(WaitForStoryText("这可咋整啊?", "What should I do?"));
yield return new WaitForSeconds(2f);
SetStoryText("不行!我再想想办法,如果再重新丢一次骰子™,指不定就好了呢?丢一次不行就两次,对吧?", "No way! Let me think about it... What if I can fix it by rolling the Dice™ again? Just once or twice will fix it, right?");
SetStoryText("不行!我再想想办法,如果再重新丢一次骰子™,指不定就好了呢?丢一次不行就两次,对吧?", "No way! Let me think about it... What if I can fix it by rolling the Dice™ again?");
yield return new WaitForSeconds(1.5f);
// 结束动画
respawning = true;
Expand Down
2 changes: 1 addition & 1 deletion Assets/Resources/UI/bg0.png.meta

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