void Update()
    {
        // If player presses 'e' and that object is the current interactable object (in object trigger point)
        if (Input.GetButtonDown("Interact") && currentInterObj)
        {
            // If player has interacted with a medkit and is bleeding from the monster
            if (currentInterObjScript.IsMedkit() && GetComponent <Bleeding>().bleeding)
            {
                // Stops the player from bleeding, resets timer back to 120 and disables it, plays a sound and removes medkit from game
                GetComponent <Bleeding>().bleeding          = false;
                GetComponent <Bleeding>().timer             = 120;
                GetComponent <Bleeding>().Countdown.enabled = false;
                audioSource.PlayOneShot(heal);
                currentInterObj.SetActive(false);
            }
            else
            {
                //Alert player they can't use medkit
            }

            // If the item is an item that can be put in the inventory
            if (currentInterObjScript.inventory)
            {
                // Adds the item to the inventory, removes the item from game, plays sound, adds 1 to the counter and displays it to player.
                inventory.AddItem(currentInterObj);
                currentInterObjScript.DoInteraction();
                audioSource.clip  = keys;
                audioSource.pitch = 1.5f;
                audioSource.Play();
                count = count + 1;
                SetCountText();
                Debug.Log(currentInterObj.activeInHierarchy);
            }
            // uses tags to check which note in particular has been interacted with
            if (currentInterObj.CompareTag("Note"))
            {
                Debug.Log("inside");
                // shows that specific note the player interacts with
                currentInterObj.GetComponent <Note>().ShowNoteImage();
            }
            if (currentInterObj.CompareTag("otherNote"))
            {
                Debug.Log("inside");
                currentInterObj.GetComponent <Note1>().ShowNoteImage();
            }
            if (currentInterObj.CompareTag("otherNote1"))
            {
                Debug.Log("inside");
                currentInterObj.GetComponent <Note2>().ShowNoteImage();
            }
            if (currentInterObj.CompareTag("otherNote2"))
            {
                Debug.Log("inside");
                currentInterObj.GetComponent <Note3>().ShowNoteImage();
            }
            if (currentInterObj.CompareTag("otherNote3"))
            {
                Debug.Log("inside");
                currentInterObj.GetComponent <Note4>().ShowNoteImage();
            }

            // checks if the interactable object can be opened (eg. doors)
            if (currentInterObjScript.openable)
            {
                // checks if door is locked
                if (currentInterObjScript.locked)
                {
                    // checks if player has a key in their inventory
                    if (inventory.FindKey())
                    {
                        // key is found in inventory: door is unlocked, plays animation, removes 1 from the counter and shows player, plays sound.
                        currentInterObjScript.locked = false;
                        Debug.Log(currentInterObj.name + " was unlocked");
                        currentInterObjScript.Open();
                        count = count - 1;
                        SetCountText();
                        currentInterObjScript.DoInteraction();
                        audioSource.clip  = dooropening;
                        audioSource.pitch = 1f;
                        audioSource.PlayOneShot(dooropening);
                    }
                    else
                    {
                        // key was not found: door stays locked and plays sound.
                        Debug.Log("locked");
                        currentInterObjScript.locked = true;
                        audioSource.clip             = doorlocked;
                        audioSource.pitch            = 1f;
                        audioSource.Play();
                        Debug.Log(currentInterObj.name + " was not unlocked");
                    }
                }
                else
                {
                    Debug.Log(currentInterObj.name + " is open");
                }
            }

            currentInterObj = null;
        }
    }