--- Showing off callbacks available in the cutscene and brief explanations.
-- You are not required to define anything you aren't using.
-- Leave callbacks global to automatically detect it on c# side.
-- This assumes you know your way around Lua, if you don't then <a href=https://www.lua.org/pil/5.1.html>please consider reading the Lua PIL</a>.
-- <h2>Setting up in map editor</h2>
-- In the case of this cutscene, the filename for the entity field is "Assets/LuaCutscenes/example_cutscene".
-- Please use your own folders for your own cutscenes, like any other Celeste asset collisions can happen.<br>
-- <h2>Using C# in cutscene</h2>
-- Any imports from C# can be done with prefixing # in the require string. For example `local celeste = require("#Celeste")`.<br>
-- Check out helper_functions.lua for examples on C# interaction.
-- @module example_cutscene

--- Coroutine that is called when the cutscene starts.
-- This invloves stuff like walking, jumping, displaying text boxes, etc.

local engine = require("#monocle.engine")

function onBegin()
    walkTo(4820, true)
	wait(0.2)
    say("SJ2021_MousseMoose_3")
    wait(0.5)
end

function onEnd(room, wasSkipped)
	setFlag("f_theo2_complete", true)
	enableMovement()
end