//This is usually called by a TriggerEvent //Finds the right event and displays the static cutscene public void StartEvent(int eventID) { //pauses gameplay Pause(); //this bool is used to control whether update should read and use clicks (see Update function above) isInEvent = true; //Retrieves the correct "narrative event" (as a DialogueLine) using the eventid received from whoever called this function //(usually the trigger) currentEvent = dialogueSys.GetEvent(eventID); //passes the DialogueLine object to the ui so it can display the content (text, image, audio) ui.DisplayEvent(currentEvent); }