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@@ -159,57 +159,57 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage1() {
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arrowMax = 0; noDifficulty = false;
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yield return new WaitForSeconds(3f);
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- yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", ""));
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- yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", ""));
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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", ""));
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- SetStoryText("你不如先拿它们俩试试按键吧!", "");
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+ yield return StartCoroutine(WaitForStoryText("哦,哦!你好,欢迎欢迎", "Oh, oh! Hello there!"));
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+ yield return StartCoroutine(WaitForStoryText("先来过个教程啥的吧", "Let's go through a quick tutrial before we start."));
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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……", ""));
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+ yield return StartCoroutine(WaitUntilClear(0, 10f, "快点把它干掉,然后才好继续……", "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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arrowMax = 1; noDifficulty = false;
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Spawn(Spawner.EnemyType.Mover, 2);
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- yield return StartCoroutine(WaitForStoryText("哦,教程最后一条……", ""));
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+ yield return StartCoroutine(WaitForStoryText("哦,教程最后一条……", "Oh, a final reminder before I leave..."));
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Spawn(Spawner.EnemyType.Mover, 2);
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- yield return StartCoroutine(WaitForStoryText("弹药不够的时候记得换弹", ""));
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+ yield return StartCoroutine(WaitForStoryText("弹药不够的时候记得换弹!", "Don't forget to reload the weapon before you run out of ammo!"));
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Spawn(Spawner.EnemyType.Shooter, 1);
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- SetStoryText("加油,教程结束了!", "");
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- yield return StartCoroutine(WaitUntilClear(1, 10f, "仔细一看,这个角色的手上连枪都没有……", ""));
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+ SetStoryText("加油,教程结束了!", "There you go, that's end of the tutrial!");
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+ yield return StartCoroutine(WaitUntilClear(1, 10f, "仔细一看,这个角色的手上连枪都没有……", "Hmm... He does not even have a gun in his hand after a closer look."));
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if (Player.hp < 3) {
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Player.hp = 3;
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Spawn(Spawner.EnemyType.Mover, 1);
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- yield return StartCoroutine(WaitForStoryText("对了,教程结束得先给你回个血……", ""));
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+ yield return StartCoroutine(WaitForStoryText("对了,教程结束得先给你回个血……", "Whoops, I almost forgot to heal you after the tutrial."));
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}
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stageCompleted = true;
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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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- yield return StartCoroutine(WaitForStoryText("说实话啊,我觉得这个游戏有点无聊", ""));
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+ yield return StartCoroutine(WaitForStoryText("说实话啊,我觉得这个游戏有点无聊", "To be honest, I think this game is kind of boring..."));
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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!", ""));
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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 for our monsters!"));
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Spawn(Spawner.EnemyType.Mover, 1);
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- yield return StartCoroutine(WaitForStoryText("然后就是“在无限的怪物中生存下来吧!”的无尽模式……", ""));
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+ yield return StartCoroutine(WaitForStoryText("然后就是“在无限的怪物中生存下来吧!”的无尽模式……", "And then, all we have is endless mode of \"Survive with infinite monsters!\"....."));
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Spawn(Spawner.EnemyType.Mover, 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", ""));
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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.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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+ yield return StartCoroutine(WaitForStoryText("并且最重要的是,“丢骰子”的主题呢?", "And most importantly, where's our \"Roll of the Dice\" theme?"));
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+ yield return StartCoroutine(WaitForStoryText("骰子、骰子……哪儿有骰子……?", "Dice... Dice... Where is the dice...?"));
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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, 6f, "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?", "What's the point? What's wrong with this author?"));
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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 StartCoroutine(WaitForStoryText("要不然这样,我们随便拿个东西,把它弄成骰子算了", "Hold on... How about we grab something and make it a dice?"));
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yield return new WaitForSeconds(2f);
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InputM.DropDice(InputM.KeyType.Fire);
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- SetStoryText("嘿,成了!", "");
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+ SetStoryText("嘿,成了!", "Let's go!");
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stageCompleted = true;
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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(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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+ 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!", "You see the falling stuff on the right? Pick it up and try shaking it!"));
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stageCompleted = true;
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}
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IEnumerator Stage5() {
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