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@@ -128,20 +128,22 @@ public class StoryM : MonoBehaviour {
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StopCoroutine("Stage" + stage);
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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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+ 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 crouch down and dodge these snail rings flying in the sky!"); // TODO: 机翻需要校对
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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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1 => SetStoryText("哦吼,下辈子加油吧", "Ouch, work harder next life!"),
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2 => SetStoryText("诶,怎么回事?", "Yo, what's happening?"),
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3 => SetStoryText("还好我没开极限模式……", "Luckily I didn't have hardcore mode on..."),
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- 4 => SetStoryText("那叫啥来着……保持你的决心!", ""), //TODO: t
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- 5 => SetStoryText("嗨呀,再多试试吧,能过的啦", ""),
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+ 4 => SetStoryText("那叫啥来着……保持你的决心!", "What's that called... KEEP YOUR DETERMINATION!"), // TODO: 机翻需要校对
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+ 5 => SetStoryText("嗨呀,再多试试吧,能过的啦", "Hey, try again, you can pass!"), // TODO: 机翻需要校对
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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, 3) switch {
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- 0 => SetStoryText("不是吧?不至于吧?", "What? How you die from that?"), //TODO: t 改了
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- 1 => SetStoryText("你是特么故意的吧!", "Excuse me? Are you doing this on purpose?"), //TODO: t 肯定语气
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+ 0 => SetStoryText("不是吧?不至于吧?", "What? How?"),
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+ 1 => SetStoryText("你是特么故意的吧!", "You're f***ing doing it on purpose!"), // TODO: 机翻需要校对
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2 => SetStoryText("嗯?", "Hey!"),
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_ => throw new System.NotImplementedException(),
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};
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@@ -173,7 +175,7 @@ public class StoryM : MonoBehaviour {
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yield return StartCoroutine(WaitForStoryText("游戏的按键操作写在了右上角,应该是个人都看得懂", "All control buttons are shown on the top-right corner. I bet nobody can't understand that."));
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SetStoryText("你不如先拿它们俩试试按键吧!", "Now, let's try some buttons with these two cute guys!");
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Spawn(Spawner.EnemyType.Mover, 2);
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- yield return StartCoroutine(WaitUntilClear(0, 10f, "快点把它干掉,然后才好继续……", "Come on! You have to defeat them to continue..."));
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+ yield return StartCoroutine(WaitUntilClear(0, 15f, "快点把它干掉,然后才好继续……", "Come on! You have to defeat them to continue..."));
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stageCompleted = true;
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}
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IEnumerator Stage2() {
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@@ -242,7 +244,7 @@ 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, 6f, "骰子有六面,按键有六个,简直完美!", "Six sides to six buttons, perfect!"));
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+ yield return StartCoroutine(WaitUntilClear(1, 8f, "骰子有六面,按键有六个,简直完美!", "Six sides to six buttons, perfect!"));
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Spawn(Spawner.EnemyType.Shooter, 1);
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yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
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arrowMax = deathInStage <= 1 ? 3 : 1;
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@@ -254,12 +256,12 @@ public class StoryM : MonoBehaviour {
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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", "Why don't we wait while I show you the new enemy we were talking about...?"));
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SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
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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……", "Just don't hope too much on that..."));
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+ yield return StartCoroutine(WaitUntilClear(1, 8f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
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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……", "Hold on... I can't find where it is."));
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+ yield return StartCoroutine(WaitForStoryText("让我找找那个换皮怪在哪……", "Hold on... I can't find where it is.")); //TODO: t
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yield return new WaitForSeconds(1.5f);
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SetStoryText("卧槽!小心!", ""); // TODO: t 这里说的是要掉下来一堆圆锯片了
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for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
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@@ -267,7 +269,7 @@ public class StoryM : MonoBehaviour {
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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……", "I mix up the wrong repository for circular saw blades..."));
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- yield return StartCoroutine(WaitForStoryText("明明打算之后用来做点装饰的,唉", "Awww... I was gonna use it for decoration later."));
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+ 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 later.")); // TODO: t
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yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", ""));
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if (Player.hp < 3) {
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Player.hp = 3;
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@@ -275,7 +277,7 @@ public class StoryM : MonoBehaviour {
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} else {
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yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", ""));
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}
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- yield return StartCoroutine(WaitUntilClear(2, 7f, "我的锯片……", ""));
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+ yield return StartCoroutine(WaitUntilClear(3, 6f, "我的锯片……", ""));
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yield return StartCoroutine(WaitForStoryText("要不然……我再给你一颗特制按键骰子™作为补偿?", ""));
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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, InputM.KeyType.Crouch }.RandomOne());
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@@ -284,7 +286,7 @@ public class StoryM : MonoBehaviour {
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}
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IEnumerator Stage8() {
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arrowMax = 0; noDifficulty = true;
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- yield return StartCoroutine(WaitUntilPickDice(6f, "难道说你不喜欢特制按键骰子™吗?别吧", ""));
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+ yield return StartCoroutine(WaitUntilPickDice(10f, "难道说你不喜欢特制按键骰子™吗?别吧", ""));
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stageCompleted = true;
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}
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IEnumerator Stage9() {
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@@ -298,11 +300,11 @@ public class StoryM : MonoBehaviour {
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3);
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yield return new WaitForSeconds(1.5f);
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SetStoryText("呼,圆锯片看起来也还剩了不少", "");
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- yield return StartCoroutine(WaitUntilClear(1, 10f, "哇哦……", ""));
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+ yield return StartCoroutine(WaitUntilClear(1, 12f, "哇哦……", ""));
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Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
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yield return StartCoroutine(WaitForStoryText("看起来我低估了骰子™的……", ""));
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SetStoryText("刺激程度", "");
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- yield return StartCoroutine(WaitUntilClear(2, 10f, "这不比原来好玩多了嘛!", ""));
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+ yield return StartCoroutine(WaitUntilClear(2, 12f, "这不比原来好玩多了嘛!", ""));
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stageCompleted = true;
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}
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IEnumerator Stage11() {
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@@ -319,14 +321,14 @@ public class StoryM : MonoBehaviour {
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yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", ""));
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Spawn(Spawner.EnemyType.Heavy, deathInStage <= 1 ? 2 : 1);
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yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", ""));
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- SetStoryText("这下就没有任何新东西了!", "");
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+ SetStoryText("没有新敌人、没有新机制……", "");
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yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", ""));
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stageCompleted = true;
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}
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IEnumerator Stage12() {
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arrowMax = 0; noDifficulty = true;
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Spawn(Spawner.EnemyType.Shooter, 1);
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- yield return StartCoroutine(WaitForStoryText("没有新东西就没有悬念,那玩家就会直接 Alt+F4 走人了", ""));
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+ yield return StartCoroutine(WaitForStoryText("如果没有悬念,那玩家就会直接 Alt+F4 走人了", ""));
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yield return StartCoroutine(WaitForStoryText("不行……", ""));
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SetStoryText("我们需要更多的特制按键骰子™!", "");
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yield return new WaitForSeconds(1.5f);
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@@ -352,16 +354,16 @@ public class StoryM : MonoBehaviour {
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Spawn(Spawner.EnemyType.Mover, 1);
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if (Player.hp < 3) {
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Player.hp = 3; arrowMax = 1;
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- yield return StartCoroutine(WaitForStoryText("咳咳,总之,先来回个血吧", ""));
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+ yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", ""));
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} else {
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yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", ""));
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}
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yield return new WaitForSeconds(2f);
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SetStoryText("好吧,我承认我可能做得有点过火了……", "");
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- yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™让我太兴奋了", ""));
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- Spawn(Spawner.EnemyType.Heavy, 2);
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+ yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™可能让我太兴奋了……", ""));
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+ Spawn(Spawner.EnemyType.Heavy, 1);
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yield return StartCoroutine(WaitForStoryText("我保证!我之后不会再放那么多骰子™了!", ""));
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- yield return new WaitForSeconds(2f);
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+ yield return new WaitForSeconds(3f);
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stageCompleted = true;
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}
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IEnumerator Stage16() {
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@@ -370,7 +372,7 @@ public class StoryM : MonoBehaviour {
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yield return StartCoroutine(WaitForStoryText("我们似乎到 BOSS 关卡了", ""));
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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……就是一堆垫圈满天飞?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", ""));
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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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@@ -382,8 +384,8 @@ public class StoryM : MonoBehaviour {
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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 new WaitForSeconds(4f);
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- yield return StartCoroutine(WaitForStoryText("嗯?垫圈停了?结束了?", ""));
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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 new WaitForSeconds(1f);
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SetStoryText("那么,在开始无尽模式之前……!", "");
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yield return new WaitForSeconds(1f);
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@@ -401,6 +403,7 @@ public class StoryM : MonoBehaviour {
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yield return StartCoroutine(WaitForStoryText("呃……", ""));
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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 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 new WaitForSeconds(2f);
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@@ -413,8 +416,9 @@ 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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- SetStoryText("诶?喂?", "");
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- yield return new WaitForSeconds(8f);
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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 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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string creditText = credit.text;
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