private void MissionStarted()
 {
     if (missionComplete == true)
     {
         currentMissionState = NPCMissionState.MissionFinished;
     }
 }
 private void HasMission()
 {
     if (npcDialogue.GetHasSpoken())
     {
         currentMissionState = NPCMissionState.MissionStarted;
         npcDialogue.SetHasSpoken(false);
     }
 }
    public void SetDialogue(string[] inDialogueArray, NPCMissionState inState)
    {
        if (currentNPCMissionState != inState)
        {
            dialogue = inDialogueArray;
        }

        currentNPCMissionState = inState;
    }
 private void MissionFinished()
 {
     if (npcDialogue.GetHasSpoken())
     {
         currentMissionState = NPCMissionState.AfterMission;
         npcDialogue.SetHasSpoken(false);
         inventory.ClearInventory();
     }
 }