// Use this for initialization
    void Start()
    {
        InputControl.ClearControlMappings();
        AssignIntroInputs();

        points = 0;

        followerVoice.Pause();
        player.GetComponent <AudioSource> ().Pause();
    }
    void EndGame()
    {
        currentState = State.ENDGAME;

        HLG_UI.instance.ShowEndGame(points);

        InputControl.ClearControlMappings();

        AssignEndInputs();
    }
    void StartGame()
    {
        InputControl.ClearControlMappings();

        player.StartGame();

        dialog.SelectFollowerConversation();

        HLG_UI.instance.HideFollowerTextBubble();
        HLG_UI.instance.HidePlayerTextBubble();

        Invoke("StartFollowerConversation", 2.0f);

        currentState = State.PLAYING;
    }
    void StartIntro(MonoBehaviour comp)
    {
        InputControl.ClearControlMappings();

        dialog.SelectIntro();

        HLG_UI.instance.HideIntro();
        HLG_UI.instance.ShowPlayerTextBubble(dialog.GetCurrentIntroLine());
        HLG_UI.instance.UpdateAwkwardMultiLabel(1.0f);
        HLG_UI.instance.SetAwkwardMeterFill(0.0f);

        lineTimer = lineDelay;

        currentState = State.INTRO;

        crowdAudio.PlayOneShot(HLG_SoundManager.instance.menuSound);

//		iTween.ShakeScale (HLG_UI.instance.awkwardMeter, iTween.Hash ("amount", new Vector3(.10f, .10f, 0.0f),
//			"islocal", true, "time", .25f, "looptype", iTween.LoopType.pingPong));
    }