// Update is called once per frame
    void Update()
    {
        Clicks();
        UITextTypeWriter UI = MercyEndTxt.GetComponent <UITextTypeWriter> ();

        if (Input.GetAxisRaw("Submit") == 1)
        {
            if (NOClicks > 1)
            {
                if (UI.Finished)
                {
                    if (TxtNmb == 0)
                    {
                        TxtNmb   = 1;
                        NOClicks = 1;
                        UI.StopAllCoroutines();
                        UI.ChangeText("You danced and bringed peace to the hole world.", 0.05f);
                        UI.Finished = false;
                    }
                    else if (TxtNmb == 1)
                    {
                        TxtNmb   = 2;
                        NOClicks = 1;
                        UI.StopAllCoroutines();
                        UI.ChangeText("THE END.", 0.05f);
                    }
                }
            }
        }
    }
    // Use this for initialization
    void OnEnable()
    {
        Asgore.enabled = true;
        AsgoreTxt      = 1;
        UITextTypeWriter UI = Asgore.GetComponent <UITextTypeWriter> ();

        UI.ChangeText("You cannot give up just yet...", 0f);
    }
    IEnumerator BattleDuration(float duration)
    {
        yield return(new WaitForSeconds(duration));

        UITextTypeWriter  Type   = gameObject.GetComponent <UITextTypeWriter> ();
        MainMenuTxt       MenTxt = Heart.GetComponent <MainMenuTxt> ();
        TalkBox           TalkB  = gameObject.GetComponent <TalkBox> ();//TalkBox
        MainMenuTxt       Main   = Heart.GetComponent <MainMenuTxt> ();
        HitSound          Hs     = Atk_0.GetComponent <HitSound> ();
        ItemUsage         IU     = ItemUsage.GetComponent <ItemUsage> ();
        Initialise_Button IB     = NoLostFocus.GetComponent <Initialise_Button> ();

        //Attacks Atk = Attack.GetComponent<Attacks> ();

        InBattle           = false;
        Fight.enabled      = true;
        Fight.interactable = true;
        Act.enabled        = true;
        Act.interactable   = true;
        Mercy.enabled      = true;
        Mercy.interactable = true;
        Item.enabled       = true;
        Item.interactable  = true;
        if (lastselect2.ToString() == "Fight")
        {
            Fight.Select();
        }
        else if (lastselect2.ToString() == "Act")
        {
            Act.Select();
        }
        else if (lastselect2.ToString() == "Item")
        {
            Item.Select();
        }
        else if (lastselect2.ToString() == "Mercy")
        {
            Mercy.Select();
        }
        Heart.transform.position = FightPos.position;
        //AtkDamage.Stop ();
        Atk_0.enabled = false;
        //BattleBg.enabled = false;
        TextBoxAnim.Play("TextBox1Reverse");
        Hs.enabled            = false;
        IU.Item1_2Finished    = false;
        Main.Neutral         += 1;
        TalkB.TalkingProgress = false;
        Attack.CancelSpawn    = true;
        Attack.RemoveLaser();
        //yield return true;
    }
Exemple #4
0
    public void WhenClicked()
    {
        MercyTxt.enabled         = true;
        MercyButton.enabled      = false;
        MercyButton.interactable = false;
        TextBox.enabled          = false;
        x.enabled = false;
        UITextTypeWriter UI = TextBoxCode.GetComponent <UITextTypeWriter> ();

        UI.StopAllCoroutines();
        SelectFX.Play();
        OnMercyMenu = true;
    }
Exemple #5
0
    public void WhenClicked()
    {
        TextBox.enabled        = false;
        x.enabled              = false;
        ActText1.enabled       = true;
        ActButton.enabled      = false;
        ActButton.interactable = false;
        UITextTypeWriter UI = TextBoxCode.GetComponent <UITextTypeWriter> ();

        UI.StopAllCoroutines();
        SelectFX.Play();
        OnActMenuNmb = 1;
    }
    public void MainMenTxt()
    {
        UITextTypeWriter Text = TextBox.GetComponent <UITextTypeWriter> ();

        Text.StopAllCoroutines();
        Text.ChangeText(Txt, 0f);
        MainTxt.enabled  = true;
        x.enabled        = true;
        ItemTxt1.enabled = false;
        ItemTxt2.enabled = false;
        ItemTxt3.enabled = false;
        ItemTxt4.enabled = false;
        Act1.enabled     = false;
        Page.enabled     = false;
    }
Exemple #7
0
    public void WhenClicked()
    {
        TextBox.enabled          = false;
        x.enabled                = false;
        xFight.enabled           = true;
        FightName.enabled        = true;
        FightButton.enabled      = false;
        FightButton.interactable = false;
        UITextTypeWriter UI = TextBoxCode.GetComponent <UITextTypeWriter> ();

        UI.StopAllCoroutines();
        SelectFX.Play();
        OnFightMenu              = true;
        HealthBar.enabled        = true;
        HealthBarDamaged.enabled = true;
    }
    public void ItemText()
    {
        UITextTypeWriter        x1Type      = x1.GetComponent <UITextTypeWriter> ();
        UITextTypeWriterX2      x2Type      = x2.GetComponent <UITextTypeWriterX2> ();
        UITextTypeWriterItem1   Item1_1Type = Item1_1.GetComponent <UITextTypeWriterItem1> ();
        UITextTypeWriterItem1_2 Item1_2Type = Item1_2.GetComponent <UITextTypeWriterItem1_2> ();


        if (Item1Finished)
        {
            x2Type.ChangeText("*", 0f);
            x2.enabled    = true;
            Item1Finished = false;
        }
        if (X2Finished)
        {
            Item1_2Type.ChangeText(Item1_2Type.Item1_2Txt, 0f);
            Item1_2.enabled = true;
            X2Finished      = false;
        }
    }
    public void ActText()
    {
        UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> ();
        UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> ();
        UITextTypeWriter     x   = xAct.GetComponent <UITextTypeWriter> ();
        GameObject           act = GameObject.Find("ActMove");
        Item        IScript      = ItemI.GetComponent <Item> ();
        Act         Script       = act.GetComponent <Act> ();
        Animator    TxtAnim      = TextBox.GetComponent <Animator> ();
        BattleFight BF           = AtkDamage.GetComponent <BattleFight> ();

        if (Script.OnActMenuNmb == 0)
        {
            if (NameFinished)
            {
                xAct.enabled = true;
                x.ChangeText("*", 0f);
                Des.ChangeText(Des.text, 0f);
                Desc.enabled = true;
                NameFinished = false;
            }
        }
    }
    public void ActMove()
    {
        GameObject            act       = GameObject.Find("ActMove");
        Act                   Script    = act.GetComponent <Act> ();
        UITextTypeWriterName  Nam       = Name.GetComponent <UITextTypeWriterName> ();
        UITextTypeWriterDesc  Des       = Desc.GetComponent <UITextTypeWriterDesc> ();
        UITextTypeWriterDance DanceType = Script.Dance_Text.GetComponent <UITextTypeWriterDance> ();
        UITextTypeWriter      x         = xAct.GetComponent <UITextTypeWriter> ();

        Item IScript = ItemI.GetComponent <Item> ();

        SpriteRenderer SpR     = gameObject.GetComponent <SpriteRenderer> ();
        Animator       TxtAnim = TextBox.GetComponent <Animator> ();

        Attacks Attack = Attacks.GetComponent <Attacks> ();

        if (Script.OnActMenuNmb == 2)          //*Check *Dance
        {
            if (Input.GetAxisRaw("Horizontal") == 1)
            {
                if (gameObject.transform.position == Script.ActPos1.transform.position)
                {
                    if (IScript.NOfClicks > 1)
                    {
                        //if (KeyPressed == false) {
                        gameObject.transform.position = Script.ActPos3.transform.position;

                        //}
                    }
                }
            }
            if (Input.GetAxisRaw("Horizontal") == -1)
            {
                if (gameObject.transform.position == Script.ActPos3.transform.position)
                {
                    if (IScript.NOfClicks > 1)
                    {
                        gameObject.transform.position = Script.ActPos1.transform.position;
                    }
                }
            }
        }



        if (Input.GetAxisRaw("Cancel") == 1)
        {
            if (Script.OnActMenuNmb == 1)                      //Name of enemy

            {
                if (IScript.NOfClicks > 1)
                {
                    gameObject.transform.position = Act1.transform.position;
                    Act1.interactable             = true;
                    Script.OnActMenuNmb           = 0;
                    Act1.enabled = true;
                    Act1.Select();
                    MainMenuTxt Main = GetComponent <MainMenuTxt> ();
                    Main.MainMenTxt();
                }
            }
            if (Script.OnActMenuNmb == 2)                      //*Check and *Dance

            {
                Script.OnActMenuNmb     = 1;
                Script.ActText1.enabled = true;                      //Name of enemy
                Script.Check.enabled    = false;                     //Check
                IScript.NOfClicks       = 1;
                SelectFX.Play();
                Script.XCheck.enabled = false;                       //* in *Check
                Script.Dance.enabled  = false;                       //Dance
                Script.XDance.enabled = false;                       //* in *Dance
            }
        }
        if (Input.GetAxisRaw("Cancel") == 0)
        {
            if (Script.OnActMenuNmb != 0)
            {
            }
        }
        if (Input.GetAxisRaw("Submit") == 1)
        {
            if (IScript.NOfClicks > 1)
            {
                Attack.CancelSpawn = false;
                if (Script.OnActMenuNmb == 1)                          //Name Of Enemy
                {
                    gameObject.transform.position = Script.ActPos1.transform.position;
                    Script.Check.enabled          = true;                   //In Act GameObject//Check
                    Script.XCheck.enabled         = true;                   //* in *Check
                    Script.Dance.enabled          = true;                   //Dance
                    Script.XDance.enabled         = true;                   //* in *Dance
                    Script.ActText1.enabled       = false;                  //Name of enemy
                    IScript.NOfClicks             = 1;
                    SelectFX.Play();
                    Script.OnActMenuNmb = 2;
                }
            }
            if (Script.OnActMenuNmb == 2)                                               //*Check *Dance
            {
                if (gameObject.transform.position == Script.ActPos1.transform.position) //In *Check
                {
                    if (IScript.NOfClicks > 1)
                    {
                        //gameObject.SetActive (false);(Breaks other things)
                        Script.Check.enabled = false;
                        Act1.enabled         = true;
                        Act1.enabled         = false;                       //So the Act button stays uninteractable AND orange
                        Name.enabled         = true;                        //Name part of Check
                        Nam.ChangeText(Nam.text, 0f);
                        Script.OnActMenuNmb   = 0;
                        SpR.enabled           = false;                  //Sprite Render of heart
                        ReadingAct            = true;
                        Script.Dance.enabled  = false;                  //Dance
                        Script.XDance.enabled = false;                  //* in *Dance
                        Script.XCheck.enabled = false;
                        IScript.NOfClicks     = 1;
                    }
                }
                if (gameObject.transform.position == Script.ActPos3.transform.position) //In Dance
                {
                    SpR.enabled                = false;                                 //Sprite Render of heart
                    ReadingDance               = true;
                    Script.OnActMenuNmb        = 0;
                    Script.Check.enabled       = false;
                    Script.Check.enabled       = false;              //In Act GameObject//Check
                    Script.XCheck.enabled      = false;              //* in *Check
                    Script.Dance.enabled       = false;              //Dance
                    Script.XDance.enabled      = false;              //* in *Dance
                    Script.Dance_Text.enabled  = true;               //Dance Text
                    Script.XDance_Text.enabled = true;               //* In Dance Text
                    DanceType.ChangeText(DanceTxt, 0f);
                    IScript.NOfClicks = 1;
                }
            }
        }
        if (Input.GetAxisRaw("Submit") == 0 && Input.GetAxisRaw("Cancel") == 0)
        {
            IScript.NOfClicks = 2;
        }
    }
    public void ActTxtPress()
    {
        UITextTypeWriterName Nam = Name.GetComponent <UITextTypeWriterName> ();
        UITextTypeWriterDesc Des = Desc.GetComponent <UITextTypeWriterDesc> ();
        UITextTypeWriter     x   = xAct.GetComponent <UITextTypeWriter> ();
        GameObject           act = GameObject.Find("ActMove");
        Item        IScript      = ItemI.GetComponent <Item> ();
        Act         Script       = act.GetComponent <Act> ();
        Animator    TxtAnim      = TextBox.GetComponent <Animator> ();
        BattleFight BF           = AtkDamage.GetComponent <BattleFight> ();
        //TalkBox
        TalkBox TalkBox = TextBox.GetComponent <TalkBox>();

        if (ReadingAct)
        {
            if (DescFinished)
            {
                if (Input.GetAxisRaw("Submit") == 1)
                {
                    Desc.enabled              = false;    //Desc in check
                    x.enabled                 = false;    //* in Desc(?
                    xAct.enabled              = false;    //* in Name(?
                    Name.enabled              = false;    //Name in check
                    DescFinished              = false;    //If not works forever
                    IScript.NOfClicks         = 1;
                    BF.enabled                = true;
                    BF.enabled                = false;     //Because it works with OnEnable.
                    ReadingAct                = false;
                    TalkBox.TalkBoxTextString = "Ayy lmao.";
                }
            }
            else
            {
                if (Input.GetAxisRaw("Cancel") == 1)
                {
                    Nam.StopAllCoroutines();
                    Des.StopAllCoroutines();
                    Name.text    = Nam.text;
                    Desc.enabled = true;
                    xAct.enabled = true;
                    Desc.text    = Des.text;
                    DescFinished = true;
                }
            }
        }
        if (ReadingDance)
        {
            if (Dance2Finished)
            {
                if (Input.GetAxisRaw("Submit") == 1)
                {
                    IScript.NOfClicks            = 1;
                    Script.Dance_Text.enabled    = false;
                    Script.Dance_Text_2.enabled  = false;
                    Script.XDance_Text.enabled   = false;
                    Script.XDance_Text_2.enabled = false;
                    Script.Suspense.enabled      = false;
                    Dance2Finished = false;
                    BF.enabled     = true;
                    BF.enabled     = false;
                    ReadingDance   = false;
                    DanceNmb      += 1;
                }
            }
            else
            {
                if (Input.GetAxisRaw("Cancel") == 1)
                {
                    UITextTypeWriterSuspense SusType    = Script.Suspense.GetComponent <UITextTypeWriterSuspense> ();
                    UITextTypeWriterDance2   Dance2Type = Script.Dance_Text_2.GetComponent <UITextTypeWriterDance2> ();
                    UITextTypeWriterDance    DanceType  = Script.Dance_Text.GetComponent <UITextTypeWriterDance> ();
                    DanceType.StopAllCoroutines();
                    SusType.StopAllCoroutines();
                    Dance2Type.StopAllCoroutines();
                    IScript.NOfClicks            = 1;
                    Script.Dance_Text.enabled    = true;
                    Script.Dance_Text_2.enabled  = true;
                    Script.XDance_Text.enabled   = true;
                    Script.XDance_Text_2.enabled = true;
                    Script.Suspense.enabled      = true;
                    Script.Dance_Text.text       = DanceTxt;
                    Script.Dance_Text_2.text     = DanceTxt2;
                    Script.Suspense.text         = "...";
                    DanceNmb += 1;
                    Script.XDance_Text.text   = "*";
                    Script.XDance_Text_2.text = "*";
                    Dance2Finished            = true;
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        Clicks();
        UITextTypeWriter UI     = Asgore.GetComponent <UITextTypeWriter> ();
        UITextTypeWriter UIName = Name.GetComponent <UITextTypeWriter> ();
        UITextTypeWriter UI2    = Asgore2.GetComponent <UITextTypeWriter> ();
        UITextTypeWriter UIW    = Wait.GetComponent <UITextTypeWriter> ();

        if (UIName.Finished)
        {
            UIW.ChangeText("", 0.8f);
            if (UIW.Finished)
            {
                Asgore2.enabled = true;
                UI2.ChangeText("Stay determined...", 0f);
                UIName.Finished = false;
                UIW.Finished    = false;
            }
        }
        if (UI2.Finished)
        {
            AsgoreTxt    = 3;
            UI2.Finished = false;
        }


        if (Input.GetAxisRaw("Submit") == 1)
        {
            if (AsgoreTxt == 1)
            {
                if (NOClicks > 1)
                {
                    if (UI.Finished)
                    {
                        NOClicks       = 1;
                        Name.enabled   = true;
                        Asgore.enabled = false;
                        UIName.ChangeText("Frisk!", 0f);
                        AsgoreTxt = 2;
                    }
                }
            }
            if (AsgoreTxt == 3)
            {
                if (NOClicks > 1)
                {
                    NOClicks = 1;
                    //UI.StopAllCoroutines ();
                    Asgore.enabled  = false;
                    Asgore2.enabled = false;
                    Name.enabled    = false;
                    Wait.enabled    = false;
                    AsgoreTxt       = 4;
                }
            }
            if (AsgoreTxt == 4)
            {
                if (NOClicks > 1)
                {
                    NOClicks  = 1;
                    AsgoreTxt = 0;
                    SceneManager.LoadScene(0);
                }
            }
        }
    }
Exemple #13
0
    public void WhenClicked()
    {
        Atk.CancelSpawn = false;
        if (Input.GetAxisRaw("Cancel") == 0)
        {
            ItemUsage        Item   = ItemUsage.GetComponent <ItemUsage> ();
            UITextTypeWriter Text   = TextBox.GetComponent <UITextTypeWriter> ();
            HeartMove        HeartP = Heart.GetComponent <HeartMove> ();
            if (Item.IsItem1 && Item.IsItem2 && Item.IsItem3 && Item.IsItem4)
            {
                SelectFX.Play();
                Text.StopAllCoroutines();
            }
            else
            {
                if (Input.GetAxisRaw("Horizontal") == 1 || Input.GetAxisRaw("Vertical") == -1)
                {
                    HeartP.KeyPressed = true;
                }


                TextBox.enabled         = false;
                x.enabled               = false;
                Page.enabled            = true;
                ItemButton.enabled      = false;
                ItemButton.interactable = false;
                UITextTypeWriter UI = TextBoxCode.GetComponent <UITextTypeWriter> ();
                UI.StopAllCoroutines();
                SelectFX.Play();
                HeartP.HeartPos = 1;
                NOfClicks       = 1;
            }

            if (Item.IsItem1 && Item.IsItem2 && Item.IsItem3 && Item.IsItem4)
            {
            }
            else if (Item.IsItem1 && Item.IsItem2 && Item.IsItem3)
            {
                Item4.enabled            = true;
                Item4.transform.position = ItemPos1Temp.transform.position;
                Item4Pos = 1;
            }
            else if (Item.IsItem4 && Item.IsItem2 && Item.IsItem3)
            {
                Item1.enabled = true;
                Item1Pos      = 1;
            }
            else if (Item.IsItem1 && Item.IsItem3 && Item.IsItem4)
            {
                Item2.enabled            = true;
                Item2.transform.position = ItemPos1Temp.transform.position;
                Item2Pos = 1;
            }
            else if (Item.IsItem1 && Item.IsItem2 && Item.IsItem4)
            {
                Item3.enabled            = true;
                Item3.transform.position = ItemPos1Temp.transform.position;
                Item3Pos = 1;
            }
            else if (Item.IsItem1 && Item.IsItem2)
            {
                Item4.enabled            = true;
                Item3.enabled            = true;
                Item4.transform.position = ItemPos1Temp.transform.position;
                Item4Pos = 1;
            }
            else if (Item.IsItem3 && Item.IsItem4)
            {
                Item1.enabled            = true;
                Item2.enabled            = true;
                Item2.transform.position = ItemPos3Temp.transform.position;
                Item2Pos = 3;
            }
            else if (Item.IsItem1 && Item.IsItem4)
            {
                Item2.enabled            = true;
                Item3.enabled            = true;
                Item2.transform.position = ItemPos1Temp.transform.position;
                Item2Pos = 1;
            }
            else if (Item.IsItem3 && Item.IsItem1)
            {
                Item4.enabled            = true;
                Item2.enabled            = true;
                Item4.transform.position = ItemPos3Temp.transform.position;
                Item2.transform.position = ItemPos1Temp.transform.position;
                Item4Pos = 3;
                Item2Pos = 1;
            }
            else
            {
                if (Item.IsItem1 == false)
                {
                    Item1.enabled = true;
                }
                else
                {
                    Item4.transform.position = ItemPos1Temp.transform.position;

                    Item4Pos = 1;
                    Item1Pos = 0;
                }
                if (Item.IsItem2 == false)
                {
                    Item2.enabled = true;
                }
                else
                {
                    Item4.transform.position = ItemPos2Temp.transform.position;

                    Item4Pos = 2;
                    Item2Pos = 0;
                }

                if (Item.IsItem3 == false)
                {
                    Item3.enabled = true;
                }
                else
                {
                    Item4.transform.position = ItemPos3Temp.transform.position;
                    Item4Pos = 3;
                    Item3Pos = 0;
                }

                if (Item.IsItem4 == false)
                {
                    Item4.enabled = true;
                }
                else
                {
                    Item4Pos = 0;
                }
            }
        }
    }
Exemple #14
0
 private void Start()
 {
     typeWriter = (UITextTypeWriter)FindObjectOfType <UITextTypeWriter>();
     ReadData();
     typeWriter.ChangeText(BuildSentence(), typeWriter.delayToStart);
 }
    public void Submit()
    {
        Item             Script   = ItemS.GetComponent <Item> ();
        HeartMove        Pos      = Heart.GetComponent <HeartMove> ();
        PlayerHealth     Health   = Heart.GetComponent <PlayerHealth> ();
        UITextTypeWriter MainType = MainTxt.GetComponent <UITextTypeWriter> ();

        UITextTypeWriter      x1Type      = x1.GetComponent <UITextTypeWriter> ();
        UITextTypeWriterX2    x2Type      = x2.GetComponent <UITextTypeWriterX2> ();
        UITextTypeWriterItem1 Item1_1Type = Item1_1.GetComponent <UITextTypeWriterItem1> ();
        UITextTypeWriter      Item1_2Type = Item1_2.GetComponent <UITextTypeWriter> ();



        if (AxisUsed == true)
        {
            MainType.StopAllCoroutines();

            if (Pos.HeartPos == 1 && Script.Item1Pos == 1 || Pos.HeartPos == 2 && Script.Item1Pos == 2 || Pos.HeartPos == 3 && Script.Item1Pos == 3 || Pos.HeartPos == 4 && Script.Item1Pos == 4)
            {
                if (Script.NOfClicks > 1)
                {
                    if (Input.GetAxisRaw("Submit") != 0)
                    {
                        MainType.StopAllCoroutines();
                        IsItem1         = true;
                        Health.PHealth += 10;
                        Script.Item1Pos = 0;
                        x1.enabled      = true;
                        Item1_1Type.ChangeText(Item1_1Type.Item1Txt, 0f);
                        Item1_1.enabled = true;
                        ItemTxtOn       = true;
                        ItemExit();
                    }
                }
            }


            if (Pos.HeartPos == 2 && Script.Item2Pos == 2 || Pos.HeartPos == 1 && Script.Item2Pos == 1 || Pos.HeartPos == 3 && Script.Item2Pos == 3 || Pos.HeartPos == 4 && Script.Item2Pos == 4)
            {
                if (Script.NOfClicks > 1)
                {
                    if (Input.GetAxisRaw("Submit") != 0)
                    {
                        MainType.StopAllCoroutines();
                        IsItem2         = true;
                        Health.PHealth += 10;
                        Script.Item2Pos = 0;
                        //At Least for now, they all have the same descriptions(Applies for all the other items right now)
                        x1.enabled = true;
                        Item1_1Type.ChangeText(Item1_1Type.Item1Txt, 0f);
                        Item1_1.enabled = true;
                        ItemTxtOn       = true;
                        ItemExit();
                    }
                }
            }
            if (Pos.HeartPos == 3 && Script.Item3Pos == 3 || Pos.HeartPos == 1 && Script.Item3Pos == 1 || Pos.HeartPos == 2 && Script.Item3Pos == 2 || Pos.HeartPos == 4 && Script.Item3Pos == 4)
            {
                if (Script.NOfClicks > 1)
                {
                    if (Input.GetAxisRaw("Submit") != 0)
                    {
                        MainType.StopAllCoroutines();
                        IsItem3         = true;
                        Health.PHealth += 10;
                        Script.Item3Pos = 0;
                        //At Least for now, they all have the same descriptions(Applies for all the other items right now)
                        x1.enabled = true;
                        Item1_1Type.ChangeText(Item1_1Type.Item1Txt, 0f);
                        Item1_1.enabled = true;
                        ItemTxtOn       = true;
                        ItemExit();
                    }
                }
            }

            if (Pos.HeartPos == 4 && Script.Item4Pos == 4 || Pos.HeartPos == 1 && Script.Item4Pos == 1 || Pos.HeartPos == 2 && Script.Item4Pos == 2 || Pos.HeartPos == 3 && Script.Item4Pos == 3)
            {
                if (Script.NOfClicks > 1)
                {
                    if (Input.GetAxisRaw("Submit") != 0)
                    {
                        MainType.StopAllCoroutines();
                        IsItem4         = true;
                        Health.PHealth += 10;
                        Script.Item4Pos = 0;
                        //At Least for now, they all have the same descriptions(Applies for all the other items right now)
                        x1.enabled = true;
                        Item1_1Type.ChangeText(Item1_1Type.Item1Txt, 0f);
                        Item1_1.enabled = true;
                        ItemTxtOn       = true;
                        ItemExit();
                    }
                }
            }
        }
    }