public void interact() { if (ev == null) { foreach (Event_ e in data) { if (player.prefer >= e.reqMood && player.village_prefer >= e.village_reqMood) { ev = e; break; } } } if (ev != null) { ev.Dialog(); if (!Canvas_.show)//the event is over { data.Remove(ev); ev = null; } } else { Debug.Log("No usable event"); } }