public override void Initialise(RoomObjectGO roomObject, ObjectInteraction objectInteraction)
    {
        Logger.Log("initalise characters options menu");

        _objectInteraction = objectInteraction;
        RoomObject         = roomObject;
        List <Character> possibleInteractionCharacters = CharacterManager.Instance.Characters;

        AddRoomObjectName(roomObject.RoomObjectBlueprint.Name);
        for (int i = 0; i < possibleInteractionCharacters.Count; i++)
        {
            if (!possibleInteractionCharacters[i].PossibleObjectInteractions.Contains(_objectInteraction.ObjectInteractionType))
            {
                Logger.Log("{0} can not be done by {1}", _objectInteraction.ObjectInteractionType, possibleInteractionCharacters[i].FullName());
                continue;
            }

            GameObject InteractionOptionGO = Instantiate(ObjectInteractionOptionsContainerGO.InteractionOptionPrefab, InteractionOptionsContainer.transform);
            InteractionOptionGO.name = CharacterNameGenerator.GetName(possibleInteractionCharacters[i].CharacterName);

            ObjectInteractionOptionButton objectInteractionOptionButton = CreateInteractionOptionButton(InteractionOptionGO, i, possibleInteractionCharacters.Count);
            objectInteractionOptionButton.SetInteractingCharacter(possibleInteractionCharacters[i]);
            objectInteractionOptionButton.SetInteractionOptionText(possibleInteractionCharacters[i].FullName());
        }
    }
    private void ShowEmptyOptionsMenu()
    {
        Logger.Warning(Logger.Interaction, "not a single character in the game can currently interact with {0}. We need to set up something for this case", RoomObject.RoomObject.RoomObjectName);

        ObjectInteraction emptyInteraction = ObjectInteraction.Create(ObjectInteractionType.Empty,
                                                                      "There is no one in the studio who can interact with the " + RoomObject.RoomObjectBlueprint.Name,
                                                                      ObjectInteractionCharacterRole.NoCharacter);

        GameObject InteractionOptionGO = Instantiate(ObjectInteractionOptionsContainerGO.InteractionOptionPrefab, InteractionOptionsContainer.transform);

        InteractionOptionGO.name = emptyInteraction.Name;

        Logger.Log(Logger.Interaction, "Display empty interaction meny");
        ObjectInteractionOptionType optionType = ObjectInteractionOptionType.InteractionStarter;

        ObjectInteractionOptionButton objectInteractionOptionButton = CreateInteractionOptionButton(InteractionOptionGO, 0, ObjectInteractionOptions.Length);

        _objectInteractionOptionButtons.Add(objectInteractionOptionButton);
        objectInteractionOptionButton.Initialise(emptyInteraction, RoomObject, optionType);
        objectInteractionOptionButton.SetInteractionOptionText(emptyInteraction.Name);
    }
    public override void Initialise(RoomObjectGO roomObject, ObjectInteraction objectInteraction)
    {
        Logger.Log(Logger.Interaction, "initalise first options menu");
        RoomObject = roomObject;
        ObjectInteractionOptions = roomObject.RoomObjectBlueprint.ObjectInteractions;
        AddRoomObjectName(roomObject.RoomObjectBlueprint.Name);
        for (int i = 0; i < ObjectInteractionOptions.Length; i++)
        {
            Logger.Log(Logger.Interaction, "ObjectInteractionOption {0}", ObjectInteractionOptions[i].Name);

            ObjectInteractionOptionType optionType = ObjectInteractionOptionType.InteractionStarter;

            //if (ObjectInteractionOptions[i].CharacterRole != ObjectInteractionCharacterRole.NoCharacter && ObjectInteractionRunner.InteractingCharacter == null)
            if (ObjectInteractionOptions[i].CharacterRole != ObjectInteractionCharacterRole.NoCharacter)
            {
                optionType = ObjectInteractionOptionType.CharacterMenuTrigger;      //This means we first need to select a character before we can run the action, so the button should lead to a character menu
            }
            if (optionType == ObjectInteractionOptionType.CharacterMenuTrigger)
            {
                // only show this interaction if there is at least 1 character that can execute it.
                if (!CharacterManager.Instance.Characters.Any(character => character.PossibleObjectInteractions.Contains(ObjectInteractionOptions[i].ObjectInteractionType)))
                {
                    continue;
                }
            }

            GameObject InteractionOptionGO = Instantiate(ObjectInteractionOptionsContainerGO.InteractionOptionPrefab, InteractionOptionsContainer.transform);
            InteractionOptionGO.name = ObjectInteractionOptions[i].Name;

            ObjectInteractionOptionButton objectInteractionOptionButton = CreateInteractionOptionButton(InteractionOptionGO, i, ObjectInteractionOptions.Length);
            _objectInteractionOptionButtons.Add(objectInteractionOptionButton);
            objectInteractionOptionButton.Initialise(ObjectInteractionOptions[i], RoomObject, optionType);
            objectInteractionOptionButton.SetInteractionOptionText(ObjectInteractionOptions[i].Name);
        }

        if (_objectInteractionOptionButtons.Count == 0)
        {
            ShowEmptyOptionsMenu();
        }
    }