//DOESNT WORK BUT SHOULD DISABLE MOVEMENT
    void DisableMovement()
    {
        if (FigmentInput.GetButton(FigmentInput.FigmentButton.LeftButton))
        {
        }
        else if (FigmentInput.GetButton(FigmentInput.FigmentButton.RightButton))
        {
        }

        if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton))
        {
        }
    }
    // Update is called once per frame
    void Update()
    {
        //INTERACTION WITH NPCS/ITEMS

        if (!gameWin)
        {
            if (!isTalking)
            {
                if (FigmentInput.GetButton(FigmentInput.FigmentButton.LeftButton))
                {
                    transform.Rotate(Vector3.up, -TurnSpeed * Time.deltaTime);
                }
                else if (FigmentInput.GetButton(FigmentInput.FigmentButton.RightButton))
                {
                    transform.Rotate(Vector3.up, TurnSpeed * Time.deltaTime);
                }

                if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton))
                {
                    Shoot();
                }
            }
            else if (isTalking)
            {
                //disables info panel when talking figure out a way to not do it this way because this is garbage
                InfoPanel.enabled = false;
                InfoText.enabled  = false;
                InfoName.enabled  = false;
                //
                Crosshair.enabled = false;
                if (isTalkingD)
                {
                    Debug.Log(Selection);
                    if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.LeftButton))
                    {
                        if (Selection > 0)
                        {
                            Selection--;
                        }
                    }
                    else if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.RightButton))
                    {
                        if (Selection < 3)
                        {
                            Selection++;
                        }
                    }

                    //cursor Movement
                    switch (Selection)
                    {
                    case 0:
                        DisableCursor();
                        Cursor1.enabled = true;
                        break;

                    case 1:
                        DisableCursor();
                        Cursor2.enabled = true;
                        break;

                    case 2:
                        DisableCursor();
                        Cursor3.enabled = true;
                        break;

                    case 3:
                        DisableCursor();
                        Cursor4.enabled = true;
                        break;
                    }

                    //Action Button while talking to the detective
                    if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton))
                    {
                        switch (Selection)
                        {
                        case 0:
                            DisableUI();
                            Crosshair.enabled = true;
                            break;

                        case 1:
                            QuitGame();
                            break;

                        case 2:
                            QuitGame();
                            break;

                        case 3:
                            WinGame();
                            break;
                        }
                    }
                }
                else
                {
                    if (FigmentInput.GetButtonDown(FigmentInput.FigmentButton.ActionButton))
                    {
                        DisableUI();
                        Crosshair.enabled = true;
                    }
                }
            }
        }
    }