IEnumerator PostCompleteGlyphSequence() { var priest = GameObject.FindGameObjectWithTag("Priest"); priest.GetComponent <Animator> ().SetBool("Gospelling", true); AudioSource audioSource = GetComponent <AudioSource> (); audioSource.PlayOneShot(dialogs [currentGlyphIdSequence [0]], 1f); yield return(new WaitForSeconds(2f)); Debug.Log("Transitioning traits"); priest.GetComponent <Animator> ().SetBool("Gospelling", false); traitController.TransitionTraits(currSequence); currentGlyphIdSequence = new List <int> (); currSequence = new GlyphSequence(); currGlyphInSeq = 0; principalSymbolSet.setEmptySymbols(); currentTry += 1; yield return(new WaitForSeconds(2f)); waitingForGlyphs = true; CheckFinishConditions(); }