/// <summary> /// Causes a dialogue induced crack. /// </summary> public IEnumerator Crack() { dialogue.text = ""; yield return(new WaitForSeconds(0.5f)); heart.Love -= 25; heart.Frequency -= 10; if (heart.Frequency < 10) { heart.Frequency = 10; } heart.Crack(); if (heart.cracks == 4) { dialogue.gameObject.SetActive(false); } yield return(new WaitForSeconds(1f)); cracking = false; StartCoroutine(TypeText(dialogueTexts[location])); location++; }