public void ChangeCutscene(Cutscenes cutscene) { ResetCutscenes(); currentCutscene = cutscene; _cutsceneCanvas.SetActive(true); switch (currentCutscene) { case Cutscenes.INTRO: cutsceneActive = true; _player.GetComponent <Cinematic>().cinematic = "Abe Rises"; _player.GetComponent <Cinematic>().enabled = true; _player.GetComponent <PlayerHealth>().RefillForCutscene(); _ui.GetComponent <UIManager>().hudCanvas.SetActive(false); _letterbox.TweenTo(0.15f, 1); Invoke("ShowIntroPanel", 1); break; case Cutscenes.BEAR: cutsceneActive = true; GameObject.Find("Blood Drip").SetActive(false); _player.GetComponent <PlayerHealth>().RefillForCutscene(); _ui.GetComponent <UIManager>().hudCanvas.SetActive(false); _ui.GetComponent <UIManager>().bossHealthUI.enabled = false; _letterbox.TweenTo(0.15f, 1); Invoke("ShowBearPanel", 1); break; case Cutscenes.MID: cutsceneActive = true; GameObject.Find("Blood Drip").SetActive(false); _player.GetComponent <PlayerHealth>().RefillForCutscene(); _ui.GetComponent <UIManager>().hudCanvas.SetActive(false); _ui.GetComponent <UIManager>().bossHealthUI.enabled = false; _letterbox.TweenTo(0.15f, 1); Invoke("ShowMidPanel", 1); break; case Cutscenes.END: cutsceneActive = true; GameObject.Find("Blood Drip").SetActive(false); _player.GetComponent <Player>().PlayEnding(); _player.GetComponent <PlayerHealth>().RefillForCutscene(); _ui.GetComponent <UIManager>().hudCanvas.SetActive(false); _ui.GetComponent <UIManager>().bossHealthUI.enabled = false; _letterbox.TweenTo(0.15f, 1); Invoke("ShowEndPanel", 1); break; case Cutscenes.NULL: cutsceneActive = false; _cutsceneCanvas.SetActive(false); break; } }