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@@ -129,21 +129,21 @@ public class StoryM : MonoBehaviour {
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StopCoroutine("HideStoryText");
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StopCoroutine("HideStoryText");
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1.5f);
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if (stage == 16 && deathInStage % 3 == 1) {
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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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+ 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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} else if (!noDifficulty) {
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} else if (!noDifficulty) {
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_ = Modules.randomDefault.Next(0, 6) switch {
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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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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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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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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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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!", "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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+ 4 => SetStoryText("那叫啥来着……保持你的决心!", "What's that called... KEEP YOUR DETERMINATION!"),
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+ 5 => SetStoryText("嗨呀,再多试试吧,能过的啦", "Hey, try again, you can do it!"),
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_ => throw new System.NotImplementedException(),
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_ => throw new System.NotImplementedException(),
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};
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};
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} else {
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} else {
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_ = Modules.randomDefault.Next(0, 3) switch {
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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?"),
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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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+ 1 => SetStoryText("你是特么故意的吧!", "Are you doing this on purpose?"),
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2 => SetStoryText("嗯?", "Hey!"),
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2 => SetStoryText("嗯?", "Hey!"),
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_ => throw new System.NotImplementedException(),
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_ => throw new System.NotImplementedException(),
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};
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};
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@@ -181,9 +181,9 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage2() {
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IEnumerator Stage2() {
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arrowMax = 1; noDifficulty = false;
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arrowMax = 1; noDifficulty = false;
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Spawn(Spawner.EnemyType.Mover, 2);
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Spawn(Spawner.EnemyType.Mover, 2);
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- yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave...")); //TODO t
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+ yield return StartCoroutine(WaitForStoryText("哦,还剩下最后一条教程……", "Oh, a final reminder before I leave..."));
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
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- yield return StartCoroutine(WaitForStoryText("“弹药不够的时候记得右键换弹!”", "Don't forget to reload the weapon before you run out of ammo!")); //TODO t
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+ yield return StartCoroutine(WaitForStoryText("“弹药不够的时候记得右键换弹!”", "Don't forget to reload the weapon using right click before you run out of ammo!"));
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutrial!");
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SetStoryText("加油,新手教程结束了!", "There you go, that's end of the tutrial!");
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@@ -199,17 +199,17 @@ public class StoryM : MonoBehaviour {
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arrowMax = 3; noDifficulty = false;
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arrowMax = 3; noDifficulty = false;
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Spawn(Spawner.EnemyType.Mover, 3);
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Spawn(Spawner.EnemyType.Mover, 3);
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yield return new WaitForSeconds(5f);
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yield return new WaitForSeconds(5f);
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- yield return StartCoroutine(WaitForStoryText("说实话啊,我感觉这个游戏有点……敷衍", "To be honest, I think this game is kind of boring...")); //TODO: t 文案改了
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+ yield return StartCoroutine(WaitForStoryText("说实话啊,我感觉这个游戏有点……敷衍", "To be honest, I think this game is kind of perfunctory..."));
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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yield return StartCoroutine(WaitForStoryText("我看了看,这游戏往后的新内容就只剩一种换皮怪了!", "Let's see... We only have one more skin to replace our monsters!"));
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yield return StartCoroutine(WaitForStoryText("我看了看,这游戏往后的新内容就只剩一种换皮怪了!", "Let's see... We only have one more skin to replace our monsters!"));
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Spawn(Spawner.EnemyType.Mover, 1);
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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 of \"Survive with infinite monsters!\"...")); //TODO: t 文案改了
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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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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 or any boss to fight."));
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Spawn(Spawner.EnemyType.Mover, 1);
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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 our \"Roll of the Dice\" theme?")); //TODO t
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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...?")); //TODO: t
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- SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice here!"); //TODO: t
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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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+ SetStoryText("这个游戏里一个骰子都没有!", "Not a single dice in this game!");
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arrowMax = 0;
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arrowMax = 0;
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 2 : 1);
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yield return StartCoroutine(WaitUntilClear(0, 6f, "切题呢?作者到底咋想的?", "What's the point? What's wrong with this author?"));
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yield return StartCoroutine(WaitUntilClear(0, 6f, "切题呢?作者到底咋想的?", "What's the point? What's wrong with this author?"));
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@@ -228,9 +228,9 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage5() {
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IEnumerator Stage5() {
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arrowMax = 0; noDifficulty = true;
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arrowMax = 0; noDifficulty = true;
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yield return new WaitForSeconds(1f);
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yield return new WaitForSeconds(1f);
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- yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Pow!")); //TODO: t 这是在说骰子的音效
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+ yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Deng deng deng!"));
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yield return new WaitForSeconds(7f);
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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", "See, what a master piece!")); //TODO: t 是骰子!
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+ yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a genius-made dice!"));
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1.5f);
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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if (Player.hp < 3) {
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if (Player.hp < 3) {
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@@ -250,7 +250,7 @@ public class StoryM : MonoBehaviour {
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arrowMax = deathInStage <= 1 ? 3 : 1;
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arrowMax = deathInStage <= 1 ? 3 : 1;
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yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
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yield return StartCoroutine(WaitForStoryText("是不是还想马上再来一颗?", "Want to have another dice now?"));
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Spawn(Spawner.EnemyType.Mover, 2);
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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", "But if I give you too many dices, it will look... ordinary."));
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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", "But if I give you too many dice, it will look... ordinary."));
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arrowMax = 3;
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arrowMax = 3;
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Shooter, 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", "Why don't we wait while I show you the new enemy we were talking about...?"));
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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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@@ -261,32 +261,32 @@ public class StoryM : MonoBehaviour {
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}
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}
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IEnumerator Stage7() {
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IEnumerator Stage7() {
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arrowMax = 0; noDifficulty = false;
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arrowMax = 0; noDifficulty = false;
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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 StartCoroutine(WaitForStoryText("让我找找那个换皮怪在哪……", "Hold on... I can't find where that skin is."));
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yield return new WaitForSeconds(1.5f);
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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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+ SetStoryText("卧槽!小心!", "Geez! Watch out!");
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for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
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for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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yield return new WaitForSeconds(0.4f);
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yield return new WaitForSeconds(0.4f);
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}
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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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+ yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for saw blades..."));
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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 in the palace later."));
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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?", "What if players give bad reviews of this game with such a big problem?"));
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if (Player.hp < 3) {
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if (Player.hp < 3) {
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Player.hp = 3;
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Player.hp = 3;
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- yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", ""));
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+ yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", "Aww, that's a huge trouble... But let me heal you first... "));
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} else {
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} else {
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- yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", ""));
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+ yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", "Aww, that's a huge trouble..."));
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}
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}
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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 StartCoroutine(WaitUntilClear(3, 6f, "我的锯片……", "My saw blades..."));
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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?", "How about... I give you another specially made Button Dice™ for compensation?"));
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yield return new WaitForSeconds(1f);
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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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InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne());
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- SetStoryText("你的补偿来了!", "");
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+ SetStoryText("你的补偿来了!", "Here is your compensation!");
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stageCompleted = true;
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stageCompleted = true;
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}
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}
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IEnumerator Stage8() {
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IEnumerator Stage8() {
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arrowMax = 0; noDifficulty = true;
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arrowMax = 0; noDifficulty = true;
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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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+ yield return StartCoroutine(WaitUntilPickDice(10f, "难道说你不喜欢特制按键骰子™吗?别吧", "Come on! Don't tell me you don't like my Button Dice™!"));
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stageCompleted = true;
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stageCompleted = true;
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}
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}
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IEnumerator Stage9() {
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IEnumerator Stage9() {
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@@ -296,48 +296,48 @@ public class StoryM : MonoBehaviour {
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}
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}
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IEnumerator Stage10() {
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IEnumerator Stage10() {
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arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false;
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arrowMax = deathInStage <= 2 ? 2 : 0; noDifficulty = false;
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- yield return StartCoroutine(WaitForStoryText("唔,看起来特制按键骰子™的威力还挺大……", ""));
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+ yield return StartCoroutine(WaitForStoryText("唔,看起来特制按键骰子™的威力还挺大……", "Hmm, looks like the Button Dice™ is pretty powerful..."));
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 4 : 3);
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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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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, 12f, "哇哦……", ""));
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+ SetStoryText("呼,圆锯片看起来也还剩了不少", "Whew, seems to have a lot saw blades left.");
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+ yield return StartCoroutine(WaitUntilClear(1, 12f, "哇哦……", "Wow!"));
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Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 3 : 2);
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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, 12f, "这不比原来好玩多了嘛!", ""));
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+ yield return StartCoroutine(WaitForStoryText("看起来我低估了骰子™的……", "It seems that I have under underestimate the Button Dice™'s..."));
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+ SetStoryText("刺激程度", "Intensity");
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+ yield return StartCoroutine(WaitUntilClear(2, 12f, "这不比原来好玩多了嘛!", "Isn't this more fun than before?"));
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stageCompleted = true;
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stageCompleted = true;
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}
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}
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IEnumerator Stage11() {
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IEnumerator Stage11() {
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arrowMax = 2; noDifficulty = false;
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arrowMax = 2; noDifficulty = false;
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- yield return StartCoroutine(WaitForStoryText("既然骰子™能为游戏的玩法带来颠覆性的体验", ""));
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- SetStoryText("那我们为啥不再立即多来几颗呢?这不是摆明了越多骰子就越好玩么?", "");
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+ yield return StartCoroutine(WaitForStoryText("既然骰子™能为游戏的玩法带来颠覆性的体验", "Since Dice™ can bring such a revolutionary experience to the gameplay..."));
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+ SetStoryText("那我们为啥不再立即多来几颗呢?这不是摆明了越多骰子就越好玩么?", "So why don't we just get a few more dice now? Wouldn't more dice be more fun?");
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Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
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Spawn(Spawner.EnemyType.Heavy, deathInStage <= 0 ? 2 : 1);
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yield return new WaitForSeconds(1f);
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yield return new WaitForSeconds(1f);
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- yield return StartCoroutine(WaitForStoryText("哈?", ""));
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+ yield return StartCoroutine(WaitForStoryText("哈?", "Hah?"));
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arrowMax = 4;
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arrowMax = 4;
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Spawn(Spawner.EnemyType.Heavy, 1);
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Spawn(Spawner.EnemyType.Heavy, 1);
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- yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", ""));
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+ yield return StartCoroutine(WaitForStoryText("螺母怎么在这个时候出来了?", "How did the nut come out at this time?"));
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Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
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Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
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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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+ yield return StartCoroutine(WaitForStoryText("额……它就是我之前说的那个换皮怪", "Ugh... That's the monster what we talking about"));
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Spawn(Spawner.EnemyType.Heavy, deathInStage <= 1 ? 2 : 1);
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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("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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+ yield return StartCoroutine(WaitForStoryText("但它就是最后一种敌人了!", "But it will be our final type of enemies!"));
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+ SetStoryText("没有新敌人、没有新机制……", "No more new enemies, no more new mechanics...");
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+ yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", "What an awful day..."));
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stageCompleted = true;
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stageCompleted = true;
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}
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}
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IEnumerator Stage12() {
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IEnumerator Stage12() {
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arrowMax = 0; noDifficulty = true;
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arrowMax = 0; noDifficulty = true;
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Shooter, 1);
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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 StartCoroutine(WaitForStoryText("如果没有悬念,那玩家就会直接 Alt+F4 走人了", "If there is no suspense, the player will just press Alt+F4 to leave"));
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+ yield return StartCoroutine(WaitForStoryText("不行……", "No..."));
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+ SetStoryText("我们需要更多的特制按键骰子™!", "We need more special Button Dice™!");
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yield return new WaitForSeconds(1.5f);
|
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yield return new WaitForSeconds(1.5f);
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InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
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InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
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stageCompleted = true;
|
|
stageCompleted = true;
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}
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}
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IEnumerator Stage13() {
|
|
IEnumerator Stage13() {
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arrowMax = 0; noDifficulty = true;
|
|
arrowMax = 0; noDifficulty = true;
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- yield return StartCoroutine(WaitUntilPickDice(10f, "拜托,我就只剩下骰子™了,你不捡还能干什么?", ""));
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+ yield return StartCoroutine(WaitUntilPickDice(10f, "拜托,我就只剩下骰子™了,你不捡还能干什么?", "Come on, all I have is Dice™. What else can you do if you don't pick them up?"));
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stageCompleted = true;
|
|
stageCompleted = true;
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}
|
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}
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|
IEnumerator Stage14() {
|
|
IEnumerator Stage14() {
|
|
@@ -348,21 +348,21 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage15() {
|
|
IEnumerator Stage15() {
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arrowMax = 2; noDifficulty = false;
|
|
arrowMax = 2; noDifficulty = false;
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|
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Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
|
|
Spawn(Spawner.EnemyType.Shooter, deathInStage <= 1 ? 2 : 1);
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- yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", ""));
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+ yield return StartCoroutine(WaitForStoryText("哇……三个骰子的威力……", "Wow, the power of three dice..."));
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Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 3 : 2);
|
|
Spawn(Spawner.EnemyType.Mover, deathInStage <= 0 ? 3 : 2);
|
|
|
yield return new WaitForSeconds(5f);
|
|
yield return new WaitForSeconds(5f);
|
|
|
Spawn(Spawner.EnemyType.Mover, 1);
|
|
Spawn(Spawner.EnemyType.Mover, 1);
|
|
|
if (Player.hp < 3) {
|
|
if (Player.hp < 3) {
|
|
|
Player.hp = 3; arrowMax = 1;
|
|
Player.hp = 3; arrowMax = 1;
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|
|
- yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", ""));
|
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|
|
+ yield return StartCoroutine(WaitForStoryText("咳咳,总之,先帮你回个血吧", "Ahem... Anyway, let me heal you first..."));
|
|
|
} else {
|
|
} else {
|
|
|
- yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", ""));
|
|
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|
|
+ yield return StartCoroutine(WaitForStoryText("比我想像中的要猛啊……", "That was a lot harder than I thought..."));
|
|
|
}
|
|
}
|
|
|
yield return new WaitForSeconds(2f);
|
|
yield return new WaitForSeconds(2f);
|
|
|
- SetStoryText("好吧,我承认我可能做得有点过火了……", "");
|
|
|
|
|
- yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™可能让我太兴奋了……", ""));
|
|
|
|
|
|
|
+ SetStoryText("好吧,我承认我可能做得有点过火了……", "Okay, I admit I may have gone a bit too far...");
|
|
|
|
|
+ yield return StartCoroutine(WaitUntilClear(2, 10f, "骰子™可能让我太兴奋了……", "I'm probably too excited about the Dice™..."));
|
|
|
Spawn(Spawner.EnemyType.Heavy, 1);
|
|
Spawn(Spawner.EnemyType.Heavy, 1);
|
|
|
- yield return StartCoroutine(WaitForStoryText("我保证!我之后不会再放那么多骰子™了!", ""));
|
|
|
|
|
|
|
+ yield return StartCoroutine(WaitForStoryText("我保证!我之后不会再放那么多骰子™了!", "I promise! I will not put that many Dice™ again!"));
|
|
|
yield return new WaitForSeconds(3f);
|
|
yield return new WaitForSeconds(3f);
|
|
|
stageCompleted = true;
|
|
stageCompleted = true;
|
|
|
}
|
|
}
|