void AddLogAction()
        {
            if (bonfireRenderer.sharedMaterial == bonfireLogs3)
            {
                MoveHeroAway();
                generator.NewMessage("The bonfire is full.");
                return;
            }

            if (bonfireRenderer.sharedMaterial == bonfireNoLogs)
            {
                state = BonfireState.Unlit;
                bonfireRenderer.sharedMaterial = bonfireLogs1;
                MoveHeroAway();
                generator.NewMessage(actionCenter.heroFriend.objectName + " adds logs to the bonfire.");
            }

            else if (bonfireRenderer.sharedMaterial == bonfireLogs1)
            {
                bonfireRenderer.sharedMaterial = bonfireLogs2;
                MoveHeroAway();
                generator.NewMessage(actionCenter.heroFriend.objectName + " adds logs to the bonfire.");
            }

            else if (bonfireRenderer.sharedMaterial == bonfireLogs2)
            {
                bonfireRenderer.sharedMaterial = bonfireLogs3;
                MoveHeroAway();
                generator.NewMessage(actionCenter.heroFriend.objectName + " adds logs to the bonfire.");
            }
            if (state == BonfireState.Lit)
            {
                CheckLogLevel();
            }
        }
        void CheckLogLevel()
        {
            if (bonfireRenderer.sharedMaterial == bonfireLogs1)
            {
                state = BonfireState.Lit;
                smallFire.SetActive(true);
                mediumFire.SetActive(false);
                largeFire.SetActive(false);
            }

            if (bonfireRenderer.sharedMaterial == bonfireLogs2)
            {
                state = BonfireState.Lit;
                smallFire.SetActive(false);
                mediumFire.SetActive(true);
                largeFire.SetActive(false);
            }

            if (bonfireRenderer.sharedMaterial == bonfireLogs3)
            {
                state = BonfireState.Lit;
                smallFire.SetActive(false);
                mediumFire.SetActive(false);
                largeFire.SetActive(true);
            }
        }