Roman ab6cfd79a0 任务:搭建场景
1.添加场景1查看绳结仓颉动画
(*:为玩家基类添加功能,public void StopInputUntil(float time);表示接下来多长时间内,无视输入事件。

2.适配了播片系统

3.编写演出:凤凰

好像不能摸鱼了,明天不知道写什么,下班了喵😿
2022-04-02 21:46:10 +08:00

53 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class FengHuang : Stage
{
public GameObject yufu;
protected override IEnumerator Main()
{
//呼出CG
CGAdministrator.Instance.CallACG("鸟");
//等待CG结束
yield return new WaitForSeconds(CGAdministrator.Instance.GetPlayingCGTime());
//再等待一秒
yield return new WaitForSeconds(1);
//淡入显示叶片
SpriteRenderer leaf = GameObject.Find("树叶").GetComponent<SpriteRenderer>();
leaf.DOFade(1, 1);
//等待一秒
yield return new WaitForSeconds(1);
//激活渔夫
yufu.SetActive(true);
//等待一秒后淡出树叶
yield return new WaitForSeconds(1);
leaf.DOFade(0, 1);
//等待一秒
yield return new WaitForSeconds(1);
//触发对话“渔夫之指引”
ConversationController.Instance.OnCall("渔夫之指引");
//等到对话结束
yield return new WaitUntil(() => ConversationController.Instance.currentConversation.end);
//渐隐渔夫
SpriteRenderer[] renderers = yufu.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer renderer in renderers)
{
renderer.DOFade(0, 1);
}
//一秒后删除渔夫
yield return new WaitForSeconds(1);
Destroy(yufu);
//结束
yield return base.Main();
}
protected override void OnEnd()
{
base.OnEnd();
//删除自己和父物体
Destroy(transform.parent.gameObject);
}
}