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@@ -122,18 +122,18 @@ 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 (!noDifficulty) {
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- _ = Modules.randomDefault.Next(0, 3) switch {
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+ _ = Modules.randomDefault.Next(0, 4) switch {
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0 => SetStoryText("完了,寄咯!", ""),
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- 1 => SetStoryText("哦吼,下次加油吧", ""),
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+ 1 => SetStoryText("哦吼,下辈子加油吧", ""),
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2 => SetStoryText("诶,怎么回事?", ""),
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3 => SetStoryText("还好没开极限模式……", ""),
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_ => throw new System.NotImplementedException(),
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};
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} else {
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- _ = Modules.randomDefault.Next(0, 2) switch {
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+ _ = Modules.randomDefault.Next(0, 3) switch {
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0 => SetStoryText("不是吧?这也能死?", ""),
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1 => SetStoryText("你是特么故意的吧!", ""),
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- 2 => SetStoryText("哈?", ""),
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+ 2 => SetStoryText("嗯?", ""),
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_ => throw new System.NotImplementedException(),
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};
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}
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@@ -196,9 +196,10 @@ public class StoryM : MonoBehaviour {
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Spawn(Spawner.EnemyType.Shooter, 1);
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yield return StartCoroutine(WaitForStoryText("并且最重要的是,“丢骰子”的主题呢?", ""));
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yield return StartCoroutine(WaitForStoryText("骰子、骰子……哪儿有骰子……?", ""));
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+ SetStoryText("这里一个骰子都没有!", "");
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arrowMax = 0;
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Spawn(Spawner.EnemyType.Mover, 1);
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- yield return StartCoroutine(WaitUntilClear(0, 8f, "这里一个骰子都没有!切题呢?作者到底咋想的?", ""));
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+ yield return StartCoroutine(WaitUntilClear(0, 6f, "切题呢?作者到底咋想的?", ""));
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noDifficulty = true;
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yield return StartCoroutine(WaitForStoryText("要不然这样,我们随便拿个东西,把它弄成骰子算了", ""));
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yield return new WaitForSeconds(2f);
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@@ -208,14 +209,14 @@ public class StoryM : MonoBehaviour {
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}
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IEnumerator Stage4() {
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arrowMax = 0; noDifficulty = true;
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- yield return StartCoroutine(WaitUntilPickDice(10f, "看到右边掉下来的东西了么?把它捡起来摇一摇!", ""));
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+ yield return StartCoroutine(WaitUntilPickDice(8f, "看到右边掉下来的东西了么?把它捡起来摇一摇!", ""));
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stageCompleted = true;
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}
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IEnumerator Stage5() {
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arrowMax = 0; noDifficulty = true;
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- yield return new WaitForSeconds(1.5f);
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+ yield return new WaitForSeconds(1f);
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yield return StartCoroutine(WaitForStoryText("噔噔噔……!", ""));
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- yield return new WaitForSeconds(6f);
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+ yield return new WaitForSeconds(7f);
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yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", ""));
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yield return new WaitForSeconds(1.5f);
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Spawn(Spawner.EnemyType.Mover, 1);
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@@ -230,7 +231,32 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage6() {
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arrowMax = 1; noDifficulty = false;
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Spawn(Spawner.EnemyType.Mover, 3);
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+ yield return StartCoroutine(WaitUntilClear(1, 8f, "骰子有六面,按键有六个,完美!", ""));
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+ Spawn(Spawner.EnemyType.Shooter, 1);
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+ yield return StartCoroutine(WaitForStoryText("感觉如何?", ""));
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+ arrowMax = 3;
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+ yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", ""));
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+ Spawn(Spawner.EnemyType.Mover, 2);
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+ yield return StartCoroutine(WaitForStoryText("但如果给你太多骰子,那岂不是显得它很……普通", ""));
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+ arrowMax = 1;
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+ Spawn(Spawner.EnemyType.Mover, 1);
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+ 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", ""));
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+ SetStoryText("额……就是换皮的那个", "");
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+ Spawn(Spawner.EnemyType.Mover, 1);
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+ yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", ""));
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+ stageCompleted = true;
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+ }
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+ IEnumerator Stage7() {
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+ arrowMax = 0; noDifficulty = false;
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+ yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", ""));
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yield return new WaitForSeconds(1.5f);
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+ SetStoryText("卧槽!", "");
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+ for (int i = 0; i < Mathf.Max(6, 15 - deathInStage); i++) {
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+ Spawn(Spawner.EnemyType.Mover, 1);
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+ yield return new WaitForSeconds(0.4f);
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+ }
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+ yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", ""));
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+ yield return StartCoroutine(WaitForStoryText("明明打算之后用来做点装饰的,唉", ""));
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}
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//IEnumerator test() {
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// while (true) {
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