Add prologue, two story boxes
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8119482922
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10 changed files with 87 additions and 13 deletions
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@ -6,7 +6,7 @@ public class Scene_Chapter1_Cave: StoryScene
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{
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public override IEnumerator Play(StoryDisplay storyDisplay) {
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yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText("OMG monsters!");
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yield return storyDisplay.DisplayText("OMG monsters!", DialogPosition.Right);
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yield return new WaitForSeconds(1f);
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BattleParameters battleParameters = BuildBattleGolemBats();
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30
Assets/Story/Scenes/Scene_Prologue_First.cs
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30
Assets/Story/Scenes/Scene_Prologue_First.cs
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@ -0,0 +1,30 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Scene_Prologue_First: StoryScene {
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public override IEnumerator Play(StoryDisplay storyDisplay) {
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yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText("Are you going out again?", DialogPosition.Left);
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yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText("Yes.", DialogPosition.Right);
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yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText(
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"Do you not get bored of doing the same things over and over? Seeing the same people, dealing with the same problems?",
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DialogPosition.Left);
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yield return new WaitForSeconds(1f);
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yield return storyDisplay.DisplayText(
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"Sometimes I feel like I'm imprisoned in my own life. Like I'm stuck in it, passing the time, until it ends.",
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DialogPosition.Left);
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yield return storyDisplay.DisplayText(
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"Life is finite, after all. There is only so much you can do in it.",
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DialogPosition.Left);
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yield return new WaitForSeconds(2f);
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yield return storyDisplay.DisplayText(
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"Finite in time, yes. But infinite in possibilities.",
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DialogPosition.Right);
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yield return new WaitForSeconds(2f);
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// TODO: Transition to Chapter 1.
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}
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}
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11
Assets/Story/Scenes/Scene_Prologue_First.cs.meta
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11
Assets/Story/Scenes/Scene_Prologue_First.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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