IEnumerator WaitForConfirm() { while (interacting) { yield return(null); player.state = Player.State.Interact; //sloppy, but it works for now if (Input.GetButtonDown("Interact")) { if (jc.foundSigils.Contains(sigilWord)) { doorManager.roomLocked = false; doorManager.DestroyDoors(doorManager.connectedDoors); text = "The door unlocked when I used the symbol from the journal"; } else { text = "I don't see anywhere for a key, just a weird symbol..."; } journalUI.GetComponent <CanvasGroup>().alpha = 0f; player.state = Player.State.Move; interacting = false; //tc.textBoxBackground.GetComponent<CanvasGroup>().alpha = 1f; //tc.StartCoroutine(tc.FadeOutText(tc.textBoxBackground, tc.textDelay)); base.Interact(); } } }