void Update()
    {
        if (interactingEnabled && trigger.IsInteractingWithSomething())
        {
            GameObject interaction = InteractionTrigger.currentInteraction;
            NPC        npc         = interaction.GetComponent <NPC>();
            if (npc && npc.IsHappy())
            {
#if UNITY_ANDROID
                androidNotifier.SetActive(false);
#else
                notifier.SetActive(false);
#endif
            }
            else
            {
#if UNITY_ANDROID
                androidNotifier.SetActive(true);
#else
                notifier.SetActive(true);
#endif
            }
        }
        else
        {
#if UNITY_ANDROID
            androidNotifier.SetActive(false);
#else
            notifier.SetActive(false);
#endif
        }
    }