public void SellStick()
    {
        if (activeStick != null)
        {
            Debug.Log("You have sold " + activeStick + " at index " + activeStickIndex);
            //Get ID of Plus or Minus stick for this character.

            int            tradeStickID = GetIDOfResultantTradedStick(StickGameManager.Instance.GetTrader(), activeStick);
            InventoryStick newStick     = Instantiate(stickPrefab);
            //Destroy old stick
            Debug.Log("Destroying " + inventory[activeStickIndex]);
            Destroy(inventory[activeStickIndex].gameObject);
            newStick.Init(activeStickIndex, this, allSticks[tradeStickID]);
            newStick.transform.SetParent(inventoryUIRoot);
            newStick.transform.SetSiblingIndex(activeStickIndex);
            hasTraded = true;
            tradeButton.interactable = false;

            //invUI.SetActive(false); //the idea is to get the ui to disappear and for the dialogue to start
        }
        else
        {
            Debug.LogError("The active stick was null");
        }
    }
    void CreateInventory()
    {
        int index = 0;

        inventory = new InventoryStick[startingSticks.Length];
        foreach (int id in startingSticks)
        {
            InventoryStick newStick = Instantiate(stickPrefab);
            inventory[index] = newStick;
            newStick.Init(index, this, allSticks[id]);
            newStick.transform.SetParent(inventoryUIRoot);
            newStick.transform.SetSiblingIndex(index);
            index++;
        }
    }