How to stop player movement during dialog?,I don't know what i can write after "if" to stop player movement during dialog

I don’t know what i can write after “if” to stop player movement during dialog referring to another script responsible for it, please help :frowning:

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

public class piotrekDialog : MonoBehaviour
{
public TextMeshProUGUI textDisplay;
public string sentences;
private int index;
public float typingSpeed;
public GameObject continueButton;
public playerMovement playerMovementScript;

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

void Update()
{
    if (textDisplay.text == sentences[index])
    {
        continueButton.SetActive(true);
    }

    if (textDisplay.text == sentences[index])

        playerMovementScript.playerControlsEnabled = false;
    else
    {
        playerMovementScript.playerControlsEnabled = true;
    }

    if (/* I don't know what to write here*/)
        playerMovementScript.playerControlsEnabled = false;
    else
    {
        playerMovementScript.playerControlsEnabled = true;
    }      
}

IEnumerator Type()
{
    foreach (char letter in sentences[index].ToCharArray())
    {
        textDisplay.text += letter;
        yield return new WaitForSeconds(typingSpeed);
    }
}

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

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

},I don’t know what i can write after “if” to stop player movement during dialog referring to another script responsible for it, please help :frowning:

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

public class piotrekDialog : MonoBehaviour
{
public TextMeshProUGUI textDisplay;
public string sentences;
private int index;
public float typingSpeed;
public GameObject continueButton;
public playerMovement playerMovementScript;

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

void Update()
{
    if (textDisplay.text == sentences[index])
    {
        continueButton.SetActive(true);
    }

    if (textDisplay.text == sentences[index])

        playerMovementScript.playerControlsEnabled = false;
    else
    {
        playerMovementScript.playerControlsEnabled = true;
    }

    if (/* I don't know what to write here*/)
        playerMovementScript.playerControlsEnabled = false;
    else
    {
        playerMovementScript.playerControlsEnabled = true;
    }      
}

IEnumerator Type()
{
    foreach (char letter in sentences[index].ToCharArray())
    {
        textDisplay.text += letter;
        yield return new WaitForSeconds(typingSpeed);
    }
}

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

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

}

How do you know when there is a dialog? how do you start a dialog? If you have no way of telling make a bool isDialogMode; then when you start your dialog you add in isDialogMode=true; and when you leave dialog you add isDialogMode=false; then in your if you put isDialogMode.