public static void Speak(string s, NPC npc) { GameSystem.StopMove(); GameObject l = GameObject.Instantiate(log, npc.mouth.GetLogPosition(), Quaternion.identity, npc.transform); l.GetComponent <SingleLog>().AutoFix(s); IfSpeakEnded(); float seconds = s.Length * 0.1f; if (npc.animator != null) { current.StartCoroutine(current.Talk(npc.animator, seconds)); } }