How can i change Scene when my dialogue is end

Hey guys, i’m making 2D game that will be dialogue at the beggining and i want to change scene when my dialogue end. but i dont know how to do that maybe this is a simple question but i’m pretty new in C#

CODE:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;

public class Dialogue : MonoBehaviour
{
    public TextMeshProUGUI textDisplay;

    [TextArea(3, 20)]
    public string[] sentences;
    private int index;
    public float typingSpeed;
    public GameObject continueButton;

    private void Start()
    {
        StartCoroutine(Type());


    }

    private void Update()
    {
        if(textDisplay.text == sentences[index])
        {
            continueButton.SetActive(true);
        }
        if(WHAT SHOULD İ WOULD WRİTE HERE)
        {
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
        }



    }


    IEnumerator Type()
    {
         foreach(char letter in sentences[index].ToCharArray())
        {
            if (Input.GetKey(KeyCode.J))
            {
                textDisplay.text += letter;
            }
            else
            {
                textDisplay.text += letter;
                yield return new WaitForSeconds(0.04f);
            }
        }
    }

    public void NextSentences()
    {
        continueButton.SetActive(false);

        if(index< sentences.Length -1)
        {
            index++;
            textDisplay.text = "";
            StartCoroutine(Type());
        }
        else
        {
            textDisplay.text = "";
            continueButton.SetActive(false);
        }
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;

public class Dialogue : MonoBehaviour
{
    public TextMeshProUGUI textDisplay;

    [TextArea(3, 20)]
    public string[] sentences;
    private int index;
    public float typingSpeed;
    public GameObject continueButton;

    private void Start()
    {
        StartCoroutine(Type());
    }

    IEnumerator Type()
    {
        textDisplay.text = "";
        foreach(char letter in sentences[index].ToCharArray())
        {
            if (Input.GetKey(KeyCode.J))
            {
                textDisplay.text += letter;
            }
            else
            {
                textDisplay.text += letter;
                yield return new WaitForSeconds(0.04f);
            }
        }
        continueButton.SetActive(true);
    }

    public void NextSentences()
    {
        if(index < sentences.Length - 1)
        {
            continueButton.SetActive(false);
            index++;
            StartCoroutine(Type());
        }
        else
        {
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
        }
    }
}