public void NextPlayer()
    {
        changePlayerImage();
        switch (dice.whosTurn)
        {
        case 1:
            playerImage.sprite = player1Images[2];
            dialogues.GetPlayerDialogue(0);
            playerBorder.sprite = playerBorders[0];
            dice.animDice();
            dialogueText.color = new Color32(51, 51, 255, 255); break;

        case 2:
            playerImage.sprite = player2Images[2];
            dialogues.GetNPCDialogue(6);
            playerBorder.sprite = playerBorders[1];
            dialogueText.color  = new Color32(0, 255, 0, 255); break;

        case 3:
            playerImage.sprite = player3Images[2];
            dialogues.GetNPCDialogue(6);
            playerBorder.sprite = playerBorders[2];
            dialogueText.color  = new Color32(255, 128, 0, 255); break;

        case 4:
            playerImage.sprite = player4Images[0];
            dialogues.GetNPCDialogue(6);
            playerBorder.sprite = playerBorders[3];
            dialogueText.color  = new Color32(255, 0, 255, 255); break;
        }
    }
 public void setIsEnabled()
 {
     isEnabled = !isEnabled;
     if (isEnabled)
     {
         if (dice.whosTurn > 1)
         {
             animator.SetBool("blinking", true);
             dialogues.GetNPCDialogue(7);
             Invoke("deckClick", 2);
         }
         else
         {
             animator.SetBool("blinking", true);
             dialogues.GetPlayerDialogue(1);
         }
     }
 }
 private void NPCDialogue()
 {
     dialogues.GetNPCDialogue(9);
 }