void Update() { if (Input.GetKeyDown(KeyCode.P)) { SceneManager.LoadScene(levelToLoad, LoadSceneMode.Single); } if (canTalk && Input.GetKeyDown(KeyCode.Space)) { playerController.playerState = overworldPlayerController.PlayerState.Talking; if (currentLine < myDialogue.Length - 1) { currentLine++; talkToMe.SetActive(false); if (!score.CheckIfLevelWon(myLevel)) //if the player has not won the level, have the monk tell them to start the level { theText.text = myDialogue[currentLine]; } else { theText.text = myDialogueWon[currentLine]; } } else { playerController.playerState = overworldPlayerController.PlayerState.Walking; currentLine = -1; dialogueBox.SetActive(false); canTalk = false; } canMeditate = true; dialogueBox.SetActive(true); } if (canTalk == false) { talkToMe.SetActive(false); } if (!score.CheckIfLevelWon(myLevel) && canMeditate && Input.GetKeyDown(KeyCode.X)) { StartCoroutine(LoadNextScene()); } }