using System; using System.Collections; using UnityEngine; public class StoryE11P6 : BaseBehaviour { public static void OnShiPlayerDie() { StoryE11P6._deathTimes++; StoryE11P6.Trigger(); } private static void Trigger() { switch (StoryE11P6._deathTimes) { case 1: R.Audio.PlayVoiceOver("e11t16", null, false); break; case 2: R.Audio.PlayVoiceOver("e11t17", null, false); break; case 3: R.Audio.PlayVoiceOver("e11t18", null, false); break; case 5: R.Coroutine.Start(StoryE11P6.Sequence0()); break; case 10: R.Coroutine.Start(StoryE11P6.Sequence1()); break; } } private static IEnumerator Sequence0() { R.Audio.PlayVoiceOver("e11t19", null, false); AudioSource audio = R.Audio.PlayEffect(353, null); while (audio.isPlaying) { yield return null; } R.Audio.PlayEffect(385, null); yield break; } private static IEnumerator Sequence1() { InputSetting.Stop(false); yield return R.Audio.PlayVoiceOver("e11t20", null, false); R.Ui.BlackScene.Alpha = 0f; R.Audio.StopBGM(false); yield return R.Audio.PlayVoiceOver("e11t21", null, false); R.Equipment.CoinNum += 100; InputSetting.Resume(false); R.Mode.ExitMode(Mode.AllMode.Shi); R.Ui.ShowUI(false); R.Ui.LevelSelect.OpenWithAnim(true, true); yield break; } private static int _deathTimes; }