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@@ -287,14 +287,14 @@ public class StoryM : MonoBehaviour {
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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 Stage10() {
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IEnumerator Stage10() {
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- arrowMax = deathInStage <= 2 ? 0 : 2; 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……", ""));
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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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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, 10f, "哇哦……", ""));
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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("看起来我低估了特制按键骰子™的……", ""));
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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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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, 10f, "这不比原来好玩多了嘛!", ""));
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stageCompleted = true;
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stageCompleted = true;
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@@ -302,15 +302,44 @@ public class StoryM : MonoBehaviour {
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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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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?", "");
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- yield return new WaitForSeconds(2f);
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- Spawn(Spawner.EnemyType.Heavy, 1);
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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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+ 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("什么?", ""));
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+ yield return StartCoroutine(WaitForStoryText("哈?", ""));
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+ arrowMax = 3;
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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, 1);
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Spawn(Spawner.EnemyType.Heavy, 1);
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- yield return StartCoroutine(WaitForStoryText("那是我之前说的最后一种换皮怪!", ""));
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- yield return StartCoroutine(WaitForStoryText("它怎么在这个时候漏下来了?", ""));
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- Spawn(Spawner.EnemyType.Heavy, 2);
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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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+ 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("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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+ InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Jump, InputM.KeyType.Reload }.RandomOne());
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+ stageCompleted = true;
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+ }
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+ IEnumerator Stage13() {
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+ 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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+ stageCompleted = true;
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+ }
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+ IEnumerator Stage14() {
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+ arrowMax = 0; noDifficulty = true;
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+ yield return new WaitForSeconds(7f);
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+ stageCompleted = true;
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+ }
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+ IEnumerator Stage15() {
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+ arrowMax = 2; noDifficulty = false;
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+ yield return StartCoroutine(WaitForStoryText("好嘞", ""));
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}
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}
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