// Use this for initialization void Awake() { TargetText.gameObject.SetActive(false); textDissolve = TargetText.GetComponent <TextDissolve>(); dissolveParticles.Stop(); //w/o talking to Charon dialog[0, 0] = "Child, what are you\ndoing in this place?"; dialog[0, 1] = "You’re not ready to\ncross over."; dialog[0, 2] = "If you must cross,\nask the ferryman."; //After talking to Charon dialog[1, 0] = "An extra coin?"; dialog[1, 1] = "Yes. I have two coins\nfor the ferryman."; dialog[1, 2] = "My husband buried me\nwith everything he thought\nI might need."; dialog[1, 3] = "I could feel the priestess’s\nhands as she placed the\ncoins on my eyes."; dialog[1, 4] = "But faintly. As if she’d\nalready wrapped me in\nthe burial shroud."; dialog[1, 5] = "I will give you a coin\nif you bring me the stars\n in the sky."; dialog[1, 6] = "I want to see the\nnight sky once more."; dialog[1, 7] = "You say it’s impossible?"; dialog[1, 8] = "You’re here, aren’t you?\nJust look around you."; //After showing the mushroom dust dialog[2, 0] = "As a girl, I lay in the\nfields at night and searched\n for constellations."; dialog[2, 1] = "The dragon, the herdsman,\nthe northern crown...never\nwas I happier than on those\nnights."; dialog[2, 2] = "Thank you, child."; dialog[2, 3] = "I will go now."; }
// Use this for initialization void Awake() { TargetText.gameObject.SetActive(false); textDissolve = TargetText.GetComponent <TextDissolve>(); dissolveParticles.Stop(); dialog[0, 0] = "The Styx was dark and\ndeep, and the Lethe is\nshallow and clear."; dialog[0, 1] = "But careful. Touch the\nwater and you forget\nall you know."; }
// Use this for initialization void Awake() { TargetText.gameObject.SetActive(false); textDissolve = TargetText.GetComponent <TextDissolve>(); dissolveParticles.Stop(); //no coin dialog[0, 0] = "I row the dead across,\nand only if they can pay."; dialog[0, 1] = "You are not dead, and\nyou have no coin."; dialog[0, 2] = "You really wish to cross?"; dialog[0, 3] = "I cannot turn down a\nshade’s coin."; dialog[0, 4] = "But be careful. Coins\nare all that these souls \nhave left."; //After getting a coin dialog[1, 0] = "Get in, then."; dialog[1, 1] = "And careful not to\nrock the boat."; dialog[1, 2] = "These waters are dark\nand deep, and even I don’t\nknow what lies beneath."; }
// Use this for initialization void Awake() { TargetText.gameObject.SetActive(false); textDissolve = TargetText.GetComponent <TextDissolve>(); dissolveParticles.Stop(); //w/o talking to Charon dialog[0, 0] = "- you."; dialog[0, 1] = "I don’t want to talk to you."; dialog[0, 2] = "Because you killed me,\nthat’s why!"; dialog[0, 3] = "Maybe you didn’t mean to."; dialog[0, 4] = "I want to go back. To go above."; dialog[0, 5] = "But not with you."; dialog[0, 6] = "I don’t trust you."; //After talking to Charon dialog[1, 0] = "Not again."; dialog[1, 1] = "Wait...really?"; dialog[1, 2] = "You came all the way here\nto say you’re sorry?"; dialog[1, 3] = "That’s brave."; dialog[1, 4] = "I - I knew you didn’t\nmean to hurt me."; dialog[1, 5] = "But everything is so\nsad down here."; dialog[1, 6] = "Okay."; dialog[1, 7] = "I’ll come back."; }