// Update is called once per frame
    void Update()
    {
        if (regulated != _regulated)
        {
            _regulated = regulated;
            initializeAudioClips();
        }
        if (state == States.Beginning)
        {
            state = States.Advisor1FirstClip;
            advisor2Animator.currentlyPlaying = AdvisorAnimationEnum.Idle;

            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.isTalking;
            source1.Stop();
            source1.clip = a1;
            source1.Play();
        }
        if (state == States.Advisor1FirstClip && !source1.isPlaying)
        {
            state = States.Advisor2FirstClip;

            advisor2Animator.currentlyPlaying = AdvisorAnimationEnum.isTalking2;

            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.Idle;
            source2.Stop();
            source2.clip = b1;
            source2.Play();
        }

        if (state == States.Advisor2FirstClip && !source2.isPlaying)
        {
            state = States.Advisor1SecondClip;

            advisor2Animator.currentlyPlaying = AdvisorAnimationEnum.Idle;

            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.isTalking;
            source1.Stop();
            source1.clip = a2;
            source1.Play();
        }


        if (state == States.Advisor1SecondClip && !source1.isPlaying)
        {
            state = States.Advisor2SecondClip;

            advisor2Animator.currentlyPlaying = AdvisorAnimationEnum.isTalking2;

            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.Idle;
            source2.Stop();
            source2.clip = b2;
            source2.Play();
        }



        if (state == States.Advisor2SecondClip && !source2.isPlaying)
        {
            state = States.AwaitingPlayerResponse;
            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.isShakingHands;
            advisor2Animator.currentlyPlaying = AdvisorAnimationEnum.isShakingHands;
        }

        if (state == States.ChooseTaxi)
        {
            state = States.TransitionTime;
            StaticDecisionsMade.chooseToTakeTaxi = true;
            advisor2Animator.currentlyPlaying    = AdvisorAnimationEnum.isDisappointed;

            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.isShakingHandsEnd;
            source1.Stop();
            source1.clip = aGotChosen;
            source1.Play();
        }

        if (state == States.ChooseUber)
        {
            state = States.TransitionTime;
            StaticDecisionsMade.chooseToTakeTaxi = false;
            advisor2Animator.currentlyPlaying    = AdvisorAnimationEnum.isShakingHandsEnd;

            advisor1Animator.currentlyPlaying = AdvisorAnimationEnum.isDisappointed;
            source2.Stop();
            source2.clip = bGotChosen;
            source2.Play();
        }

        if (state == States.TransitionTime && !source1.isPlaying && !source2.isPlaying)
        {
            //Transition scene!
            //Might want to delay this a bit more.
            if (!FadedOut)
            {
                FadedOut = true;
                fader.FadeOut();
            }
            else
            {
                if (!fader.isTransitioning() && !FadedIn)
                {
                    FadedIn = true;
                    //Do all the movements, this is when screen is dark.
                    player.transform.position = new Vector3(.85f, -13.9f, 14.97f);
                    //change sounds
                    city.GetComponent <AudioSource>().enabled = true;
                    colombianRestaurant.GetComponent <AudioSource>().enabled = false;

                    //Enable one of the cars
                    if (StaticDecisionsMade.chooseToTakeTaxi)
                    {
                        taxiCar.SetActive(true);
                    }
                    else
                    {
                        uberCar.SetActive(true);
                    }

                    //Fade in
                    fader.FadeIn();
                }
                else if (!fader.isTransitioning() && !FadedInFadedOut)
                {
                    FadedInFadedOut = true;
                    //Do anything AFTER fade in, screen is done, transition is done
                    Debug.Log("I happen after the player moves and can see again!");
                    state = States.PlayingFinalRadioStuff;
                }
            }
        }
        if (state == States.PlayingFinalRadioStuff)
        {
            state = States.Done;
            radioAudioSource.Stop();
            radioAudioSource.clip = radioClip;
            radioAudioSource.Play();
            //Start playing the final radio stuff
        }
        if (state == States.Done && !radioAudioSource.isPlaying)
        {
            ///Transition to scene 3
            SceneManager.LoadScene("Second Accelorated Future");
        }
    }