//Turns off text box, enables player movement, resets conversationscript index
 void EndConvo()
 {
     diaButton.SwitchingState();
     convoScript.convoIndex = 0;
     convoScript.convoDone  = false;
     dialogue  = temp;
     faceArray = faceTemp;
     AdvanceDialogue();
 }
    //When something hits its 2D collider
    void OnTriggerEnter2D(Collider2D col)
    {
        if (col.gameObject.tag.Equals("Player"))
        {
            //----------Special Cases only During Tutorial----------------
            if (IsSceneTutorial())
            {
                dButton = GameObject.FindGameObjectWithTag("ConvoUIButton").GetComponent <DialogueButton>();
                dButton.SwitchingState(); //turns on dialogue when levels is finished
            }

            if (GlobalVars.isTutorial) //if a level is completed before the game "crashes"
            {
                crashing = true;       //activate crashing prompt
            }
            //------------------This is normal-----------------
            else //Display the result values
            {
                _text.text = "Final Time Is: " + totalTime.ToString();
                _panel.gameObject.SetActive(true);
                _panel.transform.Find("BronzeText").GetComponent <Text>().text = BronzeTime.ToString() + ".00";
                _panel.transform.Find("SilverText").GetComponent <Text>().text = SilverTime.ToString() + ".00";
                _panel.transform.Find("GoldText").GetComponent <Text>().text   = GoldTime.ToString() + ".00";
            }

            endTime = true; //stop the timer

            int medalNum = 0;

            if (SceneManager.GetActiveScene().name != "Tutorial") //calcuates the level time into medals
            {
                medalNum = MedalHandler.CalcMedalType(BronzeTime, SilverTime, GoldTime, totalTime);
            }
            else //just show the medals if it is the tutorial
            {
                medalNum = 3;
            }

            switch (medalNum) //activates a medal based upon the number it gets
            {
            case 3:
                goldMedal.gameObject.SetActive(true);
                goto case 2;

            case 2:
                silverMedal.gameObject.SetActive(true);
                goto case 1;

            case 1:
                bronzeMedal.gameObject.SetActive(true);
                break;

            default:
                print(":(");
                break;
            }

            //stop time if the level isn't the tutorial. We need time to still be functioning in the tutorial for animations to play
            if (!IsSceneTutorial())
            {
                Time.timeScale = 0;
            }
        }
    }