public bool Say(List <string> dialogues) { if (!TextType.Typing) { if (DialogueIndex < dialogues.Count) { TextBox.SetActive(true); StartCoroutine(TextType.TypeText(Dialogue, dialogues[DialogueIndex])); DialogueIndex++; return(true); } else { //Talking has concluded. Disable the text box and tell player to get going. Also reset for use again. TextBox.SetActive(false); DialogueIndex = 0; return(false); } } else { TextType.StopTyping(); } return(true); }