////////////////////////////////////////////////////////////

    public void UpdateText(NPC_Voiceline _voiceline)
    {
        npcName.text = npc.npcName;
        npcText.text = _voiceline.dialogue;

        choice1Text.text = _voiceline.choice1Text;
        choice2Text.text = _voiceline.choice2Text;

        previousVoiceLine = _voiceline;
    }
    ////////////////////////////////////////////////////////////

    public void EnterDialogue(TavernPerson _npc, NPC_Voiceline _voiceline)
    {
        npc = _npc;

        Cursor.visible   = true;
        Cursor.lockState = CursorLockMode.None;

        UpdateText(_voiceline);

        windowParent.SetActive(true);
        useTextObj.SetActive(false);

        inDialogue = true;
    }
    ////////////////////////////////////////////////////////////

    public void TalkWithNPC(int choice)
    {
        if (previousVoiceLine != null)
        {
            if (previousVoiceLine.QuestID != "null" && choice == 1)
            {
                dataManager.AddQuest(previousVoiceLine.QuestID);
            }

            if (previousVoiceLine.Choice1ID == 0 && choice == 1)
            {
                previousVoiceLine = null;
            }
            else if (previousVoiceLine.Choice2ID == 0 && choice == 0)
            {
                previousVoiceLine = null;
            }
        }
        npc.TalkWith(previousVoiceLine, choice);
    }