public void DancingChange()
    {
        GameObject act    = GameObject.Find("ActMove");
        Act        Script = act.GetComponent <Act> ();
        UITextTypeWriterSuspense SusType    = Script.Suspense.GetComponent <UITextTypeWriterSuspense> ();
        UITextTypeWriterDance2   Dance2Type = Script.Dance_Text_2.GetComponent <UITextTypeWriterDance2> ();
        //TalkBox
        TalkBox TalkBox = TextBox.GetComponent <TalkBox>();
        //TextBox
        MainMenuTxt MainMenTxt = gameObject.GetComponent <MainMenuTxt>();

        if (DanceFinished)
        {
            SusType.ChangeText("...", 0f);
            Script.Suspense.enabled = true;
            DanceFinished           = false;
        }
        if (SuspenseFinished)
        {
            SuspenseFinished             = false;
            Script.XDance_Text_2.enabled = true;
            Script.Dance_Text_2.enabled  = true;
            Dance2Type.ChangeText(DanceTxt2, 0f);
        }

        //Variations of the message indicating how closer you are to sparing(The talkbox msgs are one below of the corresponding one)
        if (DanceNmb == 0)
        {
            DanceTxt  = "You try to dance like him";
            DanceTxt2 = "You do it wrong.";
        }
        else if (DanceNmb == 1)
        {
            DanceTxt2 = "You do a little better.";
            TalkBox.TalkBoxTextString = "What was that?";
            MainMenTxt.Txt            = "He doesn't like your dancing";
        }
        else if (DanceNmb == 2)
        {
            DanceTxt2 = "You start to get the rythym.";
            TalkBox.TalkBoxTextString = "You think you can dance like me?";
            MainMenTxt.Txt            = "He doesn't like your dancing2";
        }
        else if (DanceNmb == 3)
        {
            DanceTxt2 = "You begin to understand the dance.";
            TalkBox.TalkBoxTextString = "Very catchy ah?";
        }
        else if (DanceNmb == 4)
        {
            DanceTxt2 = "You get one step right.";
            TalkBox.TalkBoxTextString = "Watch and learn kiddo.";
        }
        else if (DanceNmb == 5)
        {
            DanceTxt2 = "You do almost as well as he.";
            TalkBox.TalkBoxTextString = "I like that.";
        }
        else if (DanceNmb == 6)
        {
            DanceTxt2 = "You start glowing.";
            TalkBox.TalkBoxTextString = "Quiero decirte al oido, tantas cosas preciosas...(♫)";
        }
        else if (DanceNmb == 7)
        {
            DanceTxt2 = "You start morphing.";
            TalkBox.TalkBoxTextString = "Que estoy sintiendo por tiiii...(♫)";
        }
        else if (DanceNmb == 8)
        {
            DanceTxt2 = "You are 50%RealNoFake.";
            TalkBox.TalkBoxTextString = "Que te quiero que te adoro...(♫)";
        }
        else if (DanceNmb == 9)
        {
            DanceTxt2 = "You are 75%RealNoFake.";
            TalkBox.TalkBoxTextString = "Que eres la mujer que he soñado...(♫)";
        }
        else if (DanceNmb == 10)
        {
            DanceTxt2 = "You are 100%RealNoFake.";
            TalkBox.TalkBoxTextString = "Que me haces muy feliiiz...(♫)";
        }
        else if (DanceNmb == 11)
        {
            DanceTxt2 = "He spared you.";
            TalkBox.TalkBoxTextString = "♫♫♫♫♫♫";
            MainMenTxt.Txt            = "He Spared you.";
        }
        else if (DanceNmb == 12)
        {
            Spareable = true;
            Music.Stop();
        }
    }
    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;
                }
            }
        }
    }