// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     NPC              = animator.gameObject;
     agent            = NPC.GetComponent <UnityEngine.AI.NavMeshAgent>();
     thisAnimator     = NPC.GetComponent <Animator>();
     assignmentScript = NPC.GetComponent <AssignmentHandler>();
     myNumber         = assignmentScript.GetAssignedNumber();
 }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        machines         = GameObject.FindGameObjectsWithTag("Machine");
        NPC              = animator.gameObject;
        thisAnimator     = NPC.GetComponent <Animator>();
        assignmentScript = NPC.GetComponent <AssignmentHandler>();
        myNumber         = assignmentScript.GetAssignedNumber();

        machineScript = machines[myNumber].GetComponent <MachineEvent>();


        Debug.Log("I'm doing laundry");
    }