// Update is called once per frame public override IEnumerator StartInteraction() { float time; GameControl.control.Freeze(); StartCoroutine(Visability(false, otherWilliam, otherLight)); yield return(StartCoroutine(jukebox.PauseOut(0.4f))); time = jukebox.CurrentTime(); jukebox.StopSong(); anim.SetBool("Paused", true); jukebox.PlaySong("WillsTheme"); StartCoroutine(Visability(true, William, thisLight)); yield return(StartCoroutine(jukebox.FadeIn(0.4f))); yield return(StartCoroutine(talkCanvas.StartDialogueSprite(dialogue[0], "default", 1, 0))); GameControl.control.DPMainData.progression = 9; GameControl.control.DPMainData.viTalked = false; StartCoroutine(jukebox.FadeOut(0.4f)); yield return(StartCoroutine(Visability(false, William, thisLight))); anim.SetBool("Paused", false); jukebox.PlaySongPartway("DP", time); yield return(StartCoroutine(Visability(true, otherWilliam, otherLight))); GameControl.control.DPMainData.progression = 9; GameControl.control.DPMainData.viTalked = false; Destroy(William.gameObject); Destroy(this.gameObject); }
public override IEnumerator StartInteraction() { float time; GameControl.control.Freeze(); yield return(StartCoroutine(jukebox.PauseOut(0.4f))); time = jukebox.CurrentTime(); jukebox.StopSong(); anim.SetBool("Paused", true); jukebox.PlaySong("WillsTheme"); yield return(StartCoroutine(jukebox.FadeIn(0.4f))); yield return(StartCoroutine(talkCanvas.StartDialogueSprite(dialogue, "default", 1, 0))); anim.SetBool("Paused", false); jukebox.PlaySongPartway("DP", time); }