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@@ -129,7 +129,7 @@ public class StoryM : MonoBehaviour {
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StopCoroutine("HideStoryText");
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yield return new WaitForSeconds(1.5f);
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if (stage == 16 && deathInStage % 3 == 1) {
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- SetStoryText("嘿,你可以蹲下来躲避飞在天上的螺圈!", "Hey, you can dodge these flying coil by crouching down!");
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+ SetStoryText("嘿,你可以蹲下来躲避飞在天上的螺圈!", "Hey, you can dodge these flying coils by crouching down!");
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} else if (!noDifficulty) {
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_ = Modules.randomDefault.Next(0, 6) switch {
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0 => SetStoryText("完了,寄咯!", "Woops, you died!"),
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@@ -205,7 +205,7 @@ public class StoryM : MonoBehaviour {
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Spawn(Spawner.EnemyType.Mover, 1);
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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?"));
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Spawn(Spawner.EnemyType.Shooter, 1);
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- yield return StartCoroutine(WaitForStoryText("没有升级,没有装备,没有峰回路转的牛逼剧情", "No upgrade, no equipments, no twist to the plot or any boss to fight."));
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+ yield return StartCoroutine(WaitForStoryText("没有升级,没有装备,没有峰回路转的牛逼剧情", "No upgrade, no equipments, no twist to the plot..."));
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Spawn(Spawner.EnemyType.Mover, 1);
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yield return StartCoroutine(WaitForStoryText("并且最重要的是,说好的“丢骰子”呢?", "And most importantly, where's \"Roll of the Dice\"?"));
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yield return StartCoroutine(WaitForStoryText("骰子、骰子……让我找找哪儿有骰子……?", "Dice... Dice... Where is the dice...?"));
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@@ -368,46 +368,46 @@ public class StoryM : MonoBehaviour {
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}
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IEnumerator Stage16() {
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arrowMax = Mathf.Max(3, 5 - deathInStage); arrowTime = 1.5f + deathInStage * 0.1f; noDifficulty = false;
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- yield return StartCoroutine(WaitForStoryText("诶?", ""));
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- yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", ""));
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+ yield return StartCoroutine(WaitForStoryText("诶?", "Eh?"));
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+ yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", "I think we're at the boss level"));
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Spawn(Spawner.EnemyType.Shooter, 1);
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yield return new WaitForSeconds(3f);
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- 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", ""));
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+ 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."));
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Spawn(Spawner.EnemyType.Mover, 2);
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yield return new WaitForSeconds(3f);
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- yield return StartCoroutine(WaitForStoryText("打完 BOSS 关后,就进入无尽模式了", ""));
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+ 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..."));
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Spawn(Spawner.EnemyType.Shooter, 1);
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- 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", ""));
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- 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?", ""));
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+ 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..."));
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+ 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?"));
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stageCompleted = true;
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}
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IEnumerator Stage17() {
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arrowMax = 0; noDifficulty = true;
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- yield return StartCoroutine(WaitForStoryText("反正,无尽模式差不多就是这么回事", ""));
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+ yield return StartCoroutine(WaitForStoryText("反正,无尽模式差不多就是这么回事", "Anyway, that's pretty much what the endless mode is..."));
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yield return new WaitForSeconds(3f);
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- yield return StartCoroutine(WaitForStoryText("嗯?螺圈停了?结束了?", ""));
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+ yield return StartCoroutine(WaitForStoryText("嗯?螺圈停了?结束了?", "Huh? Did the coil stop? Is this the end?"));
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yield return new WaitForSeconds(1f);
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- SetStoryText("那么,在开始无尽模式之前……!", "");
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+ SetStoryText("那么,在开始无尽模式之前……!", "So, before we start the endless mode...!");
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yield return new WaitForSeconds(1f);
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InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right }.RandomOne(), DiceEntity.DiceType.Bad);
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stageCompleted = true;
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}
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IEnumerator Stage18() {
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arrowMax = 0; noDifficulty = true;
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- yield return StartCoroutine(WaitUntilPickDice(3f, "无尽模式里我肯定不会再丢骰子™了,真的!", ""));
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+ yield return StartCoroutine(WaitUntilPickDice(3f, "无尽模式里我肯定不会再丢骰子™了,真的!", "I'm definitely not going to roll the Dice™ again in the endless mode, really!"));
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stageCompleted = true;
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}
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IEnumerator Stage19() {
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arrowMax = 0; noDifficulty = true;
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yield return new WaitForSeconds(11f);
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- yield return StartCoroutine(WaitForStoryText("呃……", ""));
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+ yield return StartCoroutine(WaitForStoryText("呃……", "Ueh..."));
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yield return new WaitForSeconds(5f);
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- yield return StartCoroutine(WaitForStoryText("这可……不太妙……", ""));
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+ yield return StartCoroutine(WaitForStoryText("这可……不太妙……", "That's... not good..."));
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yield return new WaitForSeconds(3f);
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- yield return StartCoroutine(WaitForStoryText("后面还有无尽模式啊!无尽模式!这样可怎么玩?", ""));
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- yield return StartCoroutine(WaitForStoryText("这可咋整啊?", ""));
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+ 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?"));
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+ yield return StartCoroutine(WaitForStoryText("这可咋整啊?", "What should I do?"));
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yield return new WaitForSeconds(2f);
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- 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?", "");
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+ 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?");
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yield return new WaitForSeconds(1.5f);
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// 结束动画
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respawning = true;
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@@ -416,8 +416,8 @@ public class StoryM : MonoBehaviour {
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Player.instance.enabled = false;
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panWin1.SetActive(true);
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yield return new WaitForSeconds(1f);
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- yield return StartCoroutine(WaitForStoryText("诶?喂?", ""));
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- SetStoryText("无尽模式呢?", "");
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+ yield return StartCoroutine(WaitForStoryText("诶?喂?", "Aye? Hello?"));
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+ SetStoryText("无尽模式呢?", "Where is the endless mode?");
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yield return new WaitForSeconds(6f);
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panWin1.SetActive(false); panWin2.SetActive(true);
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Text credit = panWin2.GetComponentInChildren<Text>();
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