void PlayText(string _NPCNAME)
    {
        DialogueScript.NPCname = _NPCNAME;
        string textData = _dScript.dialogue.text;

        _dScript.ParseDialogue(textData);
    }
    // Update is called once per frame
    void Update()
    {
        Debug.Log(DialogueScript._seqNum + "up");

        if (Input.GetKeyDown(KeyCode.T))
        {
            sequenceNum++;
        }
        CamPanScript.SetMount(mountList[sequenceNum].transform);
        if (DialogueScript._seqNum == 3 && DialogueScript.NPCname.Contains("desh"))
        {
            sequenceNum = 1;
            CamPanScript.SetMount(mountList[sequenceNum].transform);
            //Debug.Log("dwed");
        }


        if (bTimer)
        {
            _t   += Time.deltaTime / 1.5f;
            _temp = Mathf.Lerp(13.0f, _camSize, _t);
        }
        if (slowT)
        {
            _t            += Time.deltaTime / 2f;
            Time.timeScale = Mathf.Lerp(1f, 0f, _t);
        }
        if (_t > 1)
        {
            _t     = 1;
            bTimer = false;
        }

        switch (sequenceNum)
        {
        case 0:
            //Zoom when enter

            Invoke("Wait", 5.0f);

            _movieCam.orthographicSize = _temp;                    //Mathf.Lerp(13.0f, _camSize, 0.1);
            bTimer = true;
            //if (!ready)
            //{
            //	_moveScript.bForcedMove = true;
            //}
            //_camChar.enabled = true;
            if (ready)
            {
                _camChar.enabled        = true;
                ready                   = false;
                bTimer                  = false;
                _moveScript.bForcedMove = false;
                //	_t = 0;
                CancelInvoke();
            }
            break;

        case 1:
            //zoom to desh
            _camChar.enabled = false;
            ready            = false;
            if (DialogueScript._seqNum == 4 && DialogueScript.NPCname.Contains("desh"))
            {
                sequenceNum = 2;
            }
            break;

        case 2:
            //back to player
            if (DialogueScript.NPCname.Contains("Shake"))
            {
                sequenceNum = 3;
                _t          = 0;
                ready       = false;
            }
            break;

        case 3:
            slowT = true;
            if (DialogueScript._seqNum == 1)
            {
                sequenceNum = 4;
            }
            _desh.SetDestination(_target.position);
            //float waittime = 2.0f;

            //AHH
            //slow-mo
            //Invoke("Wait", waittime);

            //if (ready)
            //{
            //	ready = false;
            //	sequenceNum = 4;
            //	Debug.Log("move to unfreeze");
            //	CancelInvoke();
            //}
            break;

        case 4:
            //it's coming for you!
            //player roll
            //show graphic
            if (DialogueScript._seqNum == 0)
            {
                _rtText.enabled = true;
            }


            if ((Input.GetKeyDown(KeyCode.LeftShift) || GamepadManager.triggerR > 0) && _moveScript.bForcedMove == false)
            {
                slowT          = false;
                _t             = 0;
                Time.timeScale = 1;
                _Gulnaz.GetComponent <Transform>().transform.localEulerAngles = new Vector3(0, 90, 0);
                sequenceNum = 5;
            }
            break;

        case 5:
            //back to player + roll
            //close graphic
            _rtText.enabled = false;
            _xText.enabled  = true;
            //Debug.Log(_dTutScript.deshDead);
            if (_dTutScript.deshDead == true)
            {
                _xText.enabled = false;
                //HERREE
                DialogueScript.NPCname = "defeated1-1";
                string textData = _dScript.dialogue.text;
                _dScript.ParseDialogue(textData);
                _t          = 0;
                sequenceNum = 6;
            }

            break;

        case 6:
            //player kills desh
            Serik.GetComponent <SerikFollow>().enabled = false;
            Vector3 serikEnd  = new Vector3(43, 0, -15);
            Vector3 serikLerp = Vector3.Lerp(TargetSerik.transform.position, serikEnd, _t * 2);
            Serik.transform.position = serikLerp;

            if (DialogueScript._seqNum == 1 && DialogueScript.NPCname.Contains("shoes"))
            {
                ///Serik.SetActive(false);// serik dashes away
                bTimer = true;
                //	sequenceNum = 7;
            }
            if (_t >= 1)
            {
                bTimer      = false;
                _t          = 0;
                sequenceNum = 7;

                //_t = 0;
            }

            //Debug.Log("dwedwfew");
            //NPCname = gameObject.name;


            break;

        case 7:
            if (DialogueScript._seqNum != 1)
            {
                _aText.enabled = true;
            }
            Debug.Log(_t + "_t");
            Vector3 endJumpPos = new Vector3(18, 0, -17);
            Vector3 jumpLerp   = Vector3.Lerp(_Gulnaz.transform.position, endJumpPos, _t / 10);
            _Gulnaz.transform.position = jumpLerp;
            //	_moveScript.bForcedMove = true;
            if (Input.GetKeyDown(KeyCode.Space) || GamepadManager.buttonA)
            {
                _Gulnaz.GetComponent <Animator>().SetBool("bLeap", true);
                _Gulnaz.GetComponent <Transform>().localEulerAngles = new Vector3(0, 90, 0);
                bTimer = true;
            }
            if (_t >= 1)
            {
                bTimer      = false;
                sequenceNum = 8;
                _t          = 0;
            }
            break;

        case 8:
            _aText.enabled = false;
            _Gulnaz.GetComponent <Animator>().SetBool("bLeap", false);
            sequenceNum = 9;

            break;

        case 9:
            //Serik at shoes before dashing off AGAIN
            serikEnd  = new Vector3(38, 0, -6);
            serikLerp = Vector3.Lerp(Serik.transform.position, serikEnd, _t);
            Serik.transform.position = serikLerp;
            if (DialogueScript._seqNum == 2)
            {
                bTimer = true;
                //	Debug.Log("Serik runs away again");
            }
            if (_t >= 1)
            {
                bTimer = false;
                Serik.SetActive(false);
                sequenceNum = 10;
                _t          = 0;
            }
            break;

        case 10:
            if (DialogueScript.NPCname.Contains("posession"))
            {
                Serik.SetActive(true);
                Serik.GetComponent <SerikFollow>().enabled = true;
                if (DialogueScript._seqNum == 7)
                {
                    sequenceNum = 11;
                }
            }


            break;

        case 11:
            if (DialogueScript._seqNum == 0)
            {
                _yText.enabled = true;
            }
            if (GamepadManager.buttonY || Input.GetMouseButtonDown(1))
            {
                sequenceNum = 12;
            }
            break;

        case 12:
            _yText.enabled = false;
            break;
        }
    }