void Start() { SpawnText st = GameObject.Find("GUI_Text").GetComponent <SpawnText>(); st.printText("Congratulations, you have passed all the tests !"); st.printText("Thank you very much for you cooperation !"); st.printText("You will now be brought back outside of this place, enjoy the rest of your life :)"); }
void Start() { SpawnText st = GameObject.Find("GUI_Text").GetComponent <SpawnText>(); st.printText("Hi, subject #357."); st.printText("You are here because your cognitive capacities have been judged high enough to participate in this experiment."); st.printText("You have been provided a last generation augmented reality headpiece."); st.printText("It's the thing on your head, letting you read my sweet sweet messages. :)"); st.printText("You may now start the tests. Don't worry, nothing is lethal. Good luck."); Invoke("OpenDoor", 35); }
void OnTriggerEnter(Collider col) { col.transform.position = SpawnPoint.position; if (OnTriggering != null) { OnTriggering(); } if (!_onlyOnce) { _onlyOnce = true; _st.printText("WoW. What did just happend ?"); _st.printText("I thought we were dead, but nop."); _st.printText("Good ! keep testing :)"); } }
public void OnFirstLockActivation() { blockInTheMiddle.SetActive(false); maze.GetComponent <Renderer>().material = invisible; Destroy(maze.GetComponent <SwitchEnvironmentColor>()); mazeUp.SetActive(true); Player.position = Spawn.position; st.printText("Nice ! You've opened one lock"); st.printText("But the maze vanished :/"); st.printText("You should be able to make it respawn, right ?"); st.printText("I'm pretty sure it's a matter of sight..."); }
void OnTriggerEnter(Collider col) { if (col.tag == "Player") { foreach (string s in messages) { _st.printText(s); } Destroy(this.gameObject); } }
void OnFirstLockActivation() { foreach (GameObject go in ItemToActivateOnFirstSwitch) { go.SetActive(true); } _st.printText("Nice work."); _st.printText("Look! some new pillars have spawned."); }