private void StartNarrative() { AM.DampenAllAudio(true); if (narTrigger.isDampenMusic) { AM.DampenBGMusic(true); } isNarrativeEventRunning = true; // Disable both the player input and the enemy movements pCon.DisablePlayerController(); Toolbox.GetInstance().GetLevelManager().PauseAllEnemies(); AM.PlayConsistentOneShot(speakersMoveInSound, speakersMoveInVolume); // Check if this narrative is a monologue, and if so, only enable the speaker on the left side if (N.isMonologue) { speakerUILeft = speakerLeft.GetComponent <SpeakerUIController>(); speakerUILeft.Speaker = N.speakerOnTheLeft; speakerUILeft.ShowSprite(); } // Else enable both speakers for the conversation else { speakerUILeft = speakerLeft.GetComponent <SpeakerUIController>(); speakerUILeft.Speaker = N.speakerOnTheLeft; speakerUILeft.ShowSprite(); speakerUIRight = speakerRight.GetComponent <SpeakerUIController>(); speakerUIRight.Speaker = N.speakerOnTheRight; speakerUIRight.ShowSprite(); } if (!N.hasTutorial) { tutorialsRemaining = false; } if (!pCon.isController) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } AdvanceNarrative(); }