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@@ -129,11 +129,13 @@ 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, 4) 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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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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_ => throw new System.NotImplementedException(),
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};
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} else {
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@@ -193,7 +195,8 @@ public class StoryM : MonoBehaviour {
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}
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IEnumerator Stage3() {
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arrowMax = 3; noDifficulty = false;
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- Spawn(Spawner.EnemyType.Mover, 1);
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+ Spawn(Spawner.EnemyType.Mover, 3);
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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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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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@@ -246,7 +249,7 @@ public class StoryM : MonoBehaviour {
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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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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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- arrowMax = 1;
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+ arrowMax = 3;
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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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SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
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@@ -309,12 +312,12 @@ public class StoryM : MonoBehaviour {
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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 StartCoroutine(WaitForStoryText("哈?", ""));
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- arrowMax = 3;
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+ arrowMax = 4;
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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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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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- Spawn(Spawner.EnemyType.Heavy, 2);
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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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yield return StartCoroutine(WaitUntilClear(1, 10f, "今天真是诸事不宜……", ""));
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@@ -362,13 +365,14 @@ public class StoryM : MonoBehaviour {
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stageCompleted = true;
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}
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IEnumerator Stage16() {
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- arrowMax = Mathf.Max(4, 9 - deathInStage); arrowTime = 2f; noDifficulty = false;
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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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Spawn(Spawner.EnemyType.Shooter, 1);
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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 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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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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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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@@ -395,9 +399,9 @@ public class StoryM : MonoBehaviour {
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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 new WaitForSeconds(3f);
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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("后面还有无尽模式啊!无尽模式!", ""));
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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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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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