How do you create a cut-scenes / scripted events(Not code events) using Timeline, IEnumerator or other
Over the past few days i have been trying to figure out how to create a scripted event(Not code event) in my 2D game.
Its a simple scripted sequence : Player walks to target position --> starts dialog interaction --> press next to continue dialog --> start level. I will use this sequence at the start of my levels so ideally i would want this scripted event to be something i can just drop into my levels.
I have been able to create the sequence in IEnumerator MyCustomScriptedEvent() and it works but it is very "Hard coded" i am afraid that if i dive to deep into this, i might get burned down the line so i looked for an alternative.
Timeline seemed very cool until i came to the point where i needed dialog interaction. I cant find a way to achieve this in a way that makes sense. I can create a custom track or maybe pause the director(Freeze) or have 2 timelines? I tried to make a "Prefab" of the sequence i had so far, but setting up the binds was a hassle, not even the code provided by 1 of the timeline instructors(mikew_unity) worked(breaks on line 33 for me) .Timeline feels clunky when i try to create a scripted event with player interaction(Dialog box). The tutorials / Unity lives shows me that you can create amazing continuous cut-scenes very quickly, so maybe i am misunderstanding what Timeline is really used for. So i gave up(for now) on Timeline before i invest to much time into this new system. 
 So here i am not really sure how to handle the situation. I have searched a lot on this topic and there are where very few answers, maybe because this is question is to open.
But i feel there is someone who has done this before, that can "anchor down" a answer to this question, "Unity has no 1 way or BEST way here are some key word to check out" or "This is what worked for me = link to discussion about cut scene" something to give a direction to the developers new to creating a cut-scene / scripted event.
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