private void Update() { actualState = npcState.Peek(); ExecuteState(); if (canActionWhileBubble) { if (Vector3.Distance(playerReference.transform.position, transform.position) < bubbleActivationDistance) { if (!activated) { activated = true; bubbleText.text = (baseNpcInformation.ReturnFirstDialog().message); bubble.SetActive(true); } } else { if (bubble.activeInHierarchy) { bubble.SetActive(false); activated = false; } } } }