// Update is called once per frame void Update() { opheliaScript = opheliaTrigger.GetComponent <OpheliaText>(); if (opheliaScript.hasOphelia == true) { Destroy(gameObject); } }
// Update is called once per frame void Update() { julietScript = julietTrigger.GetComponent <JulietText>(); opheliaScript = opheliaTrigger.GetComponent <OpheliaText>(); if ((julietScript.hasJuliet) && (opheliaScript.hasOphelia)) { Destroy(gameObject); } }
void OnTriggerEnter(Collider activator) { goingHomeScript = goingHomeTrigger.GetComponent <GoingHome>(); opheliaScript = opheliaTrigger.GetComponent <OpheliaText>(); if (opheliaScript.hasOphelia) { Destroy(gameObject); } else if (goingHomeScript.firstHomeWallDown) { uiText.text = "The person Hamlet is supposed to fall in love with is in here. Looks like you do absolutely have to do this maze."; } else { uiText.text = "This maze looks awful. You don't want to go in there unless you absolutely have to."; } }
void OnTriggerEnter(Collider activator) { julietScript = julietTrigger.GetComponent <JulietText>(); opheliaScript = opheliaTrigger.GetComponent <OpheliaText>(); if ((julietScript.hasJuliet) && (opheliaScript.hasOphelia)) { uiText.text = "The coast is clear. Looks like you've managed to escape Oberon's wrath yet again!"; } else { madOberon = true; uiText.text = "A voice rings through the forest. \"PUCK! WHAT HAVE YOU DONE?\" " + "It's Oberon. He sounds mad. " + "\"You meddlesome sprite! You've wandered too far into matters that do not concern you. " + "Those humans were never supposed to fall in love! You have to fix this! " + "I'll take care of those fools in Athens. " + "You clean up your mess in Verona and Denmark. Seek the true star-crossed lovers, and fix " + "this calamity!\"" + "\n\nJeez, what's his deal? Maybe that whole thing with his wife didn't work out like he planned. " + "Anyway, looks like it's back to Denmark and Verona for you to pick up the right couples."; } }