void Awake()
    {
        if (GameDataManager.Inst == null)
        {
            Inst = this;
        }
        int rand = Random.Range(0, bountyOptions.Count);

        activeBounty = bountyOptions[rand];
        bountyTimer  = bountyTimeLimit;
    }
    void Start()
    {
        if (shouldRandomizeType)
        {
            int rand = UnityEngine.Random.Range(0, civilianTypeOptions.Count);
            civilianType = civilianTypeOptions[rand];
        }

        if (shouldRandomizeWaypoints)
        {
            for (int i = 0; i < waypoints.Count; i++)
            {
                waypoints[i] = new Vector2(UnityEngine.Random.Range(-30, 30), UnityEngine.Random.Range(-30, 30));
            }
        }

        myRenderer = GetComponent <Renderer>();

        switch (civilianType)
        {
        case CivilianType.INNOCENT:
            myRenderer.material = InnocentCivilianMaterial;
            break;

        case CivilianType.ORANGE:
            myRenderer.material = OrangeCivilianMaterial;
            break;

        case CivilianType.BLACK:
            myRenderer.material = BlackCivilianMaterial;
            break;

        case CivilianType.BLUE:
            myRenderer.material = BlueCivilianMaterial;
            break;
        }
    }
    private void changeBounty()
    {
        int rand = Random.Range(0, bountyOptions.Count);

        activeBounty = bountyOptions[rand];
    }