public void SaveNPC(int node_to_remember, DialogManager.DialogType type) // new start node for that npc
 {
     for (int i = 0; i < npc_data.Count; ++i)
     {
         if (npc_data[i].dialog_type == type)
         {
             npc_data[i].actual_node = node_to_remember;
         }
     }
 }
 public int SetNPCStartNode(DialogManager.DialogType type, int first_node) // loking for which node has to start
 {
     for (int i = 0; i < npc_data.Count; ++i)
     {
         if (npc_data[i].dialog_type == type)
         {
             return(npc_data[i].actual_node);
         }
     }
     npc_data.Add(new NPC_DataSave(type, first_node));
     return(-1);
 }
 public NPC_DataSave(DialogManager.DialogType type, int node)
 {
     dialog_type = type;
     actual_node = node;
 }