void AddAnswer(string value, GameObject prefab, int currentScenario) { //Returns from the method so the player is unable to press more buttons than intended if (answerFound || prefab.GetComponent <ButtonPressed>().hasBeenPressed) { return; } playerResponse[clickCount].GetComponent <TextMeshPro>().text = value; playerResponse[clickCount].GetComponent <TextMeshPro>().fontStyle = FontStyles.Underline; prefab.GetComponent <ButtonPressed>().ButtonWasPressed(); if (currentScenario == 0) { if (value == "He") { narrator.pronoun = "Dad"; } else if (value == "She") { narrator.pronoun = "Mum"; } else if (value == "They") { narrator.pronoun = "Tata"; } narrator.AddPronoun(); answerFound = true; StartCoroutine(Delay(1f, 1)); return; } else if (currentScenario == 19) { answerFound = true; if (value == "Ring") { StartCoroutine(Delay(1f, 2)); } else if (value == "Wait") { StartCoroutine(Delay(1f, 1)); } return; } //a counter is used to check the sentence the player created with the correct answer clickCount++; if (clickCount == narrator.correctAnswers[currentScenario].Length) { CheckAnswers(currentScenario); } }