// 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.";
    }
Example #2
0
 // 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.";
 }
Example #3
0
    // 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.";
    }
Example #4
0
 // 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.";
 }