// Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            if (NextStates[0])
            {
                MyNewSpeechBubbletoGenerate     = new GameObject();
                PlayerNewSpeechBubbletoGenerate = new GameObject();

                CurrentState            = NextStates[0];
                StoryTextComponent.text = CurrentState.GetStateDialogue();
                NextStates = CurrentState.GetNextStates();

                AddPlayerMessage();

                StartCoroutine(DelaySeconds(2));

                /*MyNextSpeechBubble = CurrentState.GetDialogueSprite();
                 * MySpeechBubble = MyNewSpeechBubbletoGenerate.AddComponent<Image>();
                 * MySpeechBubble.sprite = MyNextSpeechBubble;
                 * MyNewSpeechBubbletoGenerate.GetComponent<RectTransform>().SetParent(ParentImage.transform);
                 * MyNewSpeechBubbletoGenerate.transform.position = MyNextPosition;
                 * MyNewSpeechBubbletoGenerate.transform.localScale = new Vector3(2, 2, 2);
                 * PlayerNextPosition.y =MyNextPosition.y- 70;
                 * MyNewSpeechBubbletoGenerate.SetActive(true);*/
            }
        }
        else
        {
            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                if (NextStates[1])
                {
                    MyNewSpeechBubbletoGenerate     = new GameObject();
                    PlayerNewSpeechBubbletoGenerate = new GameObject();

                    CurrentState            = NextStates[1];
                    StoryTextComponent.text = CurrentState.GetStateDialogue();
                    NextStates = CurrentState.GetNextStates();
                    AddPlayerMessage();
                    StartCoroutine(DelaySeconds(2));
                }
            }
            else
            {
                if (NextStates[2])
                {
                    MyNewSpeechBubbletoGenerate     = new GameObject();
                    PlayerNewSpeechBubbletoGenerate = new GameObject();

                    CurrentState            = NextStates[2];
                    StoryTextComponent.text = CurrentState.GetStateDialogue();
                    NextStates = CurrentState.GetNextStates();

                    AddPlayerMessage();
                    StartCoroutine(DelaySeconds(2));
                }
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     CurrentState            = StartingState;
     StoryTextComponent.text = CurrentState.GetStateDialogue();
     NextStates         = CurrentState.GetNextStates();
     PlayerNextPosition = PlayerDialoguePosition;
     MyNextPosition     = StartDialoguePosition;
 }