// Get text if it's available
 private void GetText()
 {
     if (shouldJump)
     {
         shouldJump = false;
         Collider2D[] colliders = Physics2D.OverlapCircleAll(interactPoint.position, interactionRangeRadius, interactible);
         if (colliders.Length > 0)
         {
             foreach (Collider2D c in colliders)
             {
                 if (c.gameObject.GetComponent <NPCInteraction>() != null)
                 {
                     if (!c.gameObject.GetComponent <NPCInteraction>().TextCollected)
                     {
                         c.gameObject.GetComponent <NPCInteraction>().puzzleText.TextEffect();
                         inventoryMenu.AddInventoryText(c.gameObject.GetComponent <NPCInteraction>().puzzleText);
                     }
                 }
             }
         }
     }
 }