//This describes what each of the events do
    //A node that triggers an event will call it's event trigger, and this script will listen and calls this function
    //The event is dynamic so it will send it's nodeIndex with the call, and this function knows what to do for each given index
    public void dialogueEventHandler(int nodeIndex)
    {
        if (dialogueManager.dialogueTextAsset == questIntro)
        {
            switch (nodeIndex)
            {
            case 5:
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + --wizardFriendship;
                questWasRejected = true;
                //dialogueEvent.RemoveListener(this.dialogueEventHandler);
                break;

            case 8:
                questInProgress = true;
                break;

            case 9:
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + --wizardFriendship;
                questWasRejected = true;
                //dialogueEvent.RemoveListener(this.dialogueEventHandler);
                break;

            case 10:
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + --wizardFriendship;
                //UnityEventTools.RemovePersistentListener<int>(dialogueEvent, dialogueEventHandler);
                dialogueEvent.RemoveListener(this.dialogueEventHandler);
                break;

            case 11:
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + ++wizardFriendship;
                break;

            case 12:
            case 14:
                GameObject.Find(GameConst.PLAYER_OBJECT_NAME).GetComponent <PlayerStatistics>().increaseMaxStamina(20);
                //UnityEventTools.RemovePersistentListener<int>(dialogueEvent, dialogueEventHandler);
                dialogueEvent.RemoveListener(this.dialogueEventHandler);
                break;

            default:
                break;
            }
        }
        else if (dialogueManager.dialogueTextAsset == questOutro)
        {
            switch (nodeIndex)
            {
            case 6:
                wizardFriendship -= 2;
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + wizardFriendship;
                //UnityEventTools.RemovePersistentListener<int>(dialogueEvent, dialogueEventHandler);
                dialogueEvent.RemoveListener(this.dialogueEventHandler);
                break;

            case 7:
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + ++wizardFriendship;
                break;

            case 8:     //Both case 8 and 10 go to the same place.
            case 10:
                GameObject.Find(GameConst.PLAYER_OBJECT_NAME).GetComponent <PlayerStatistics>().increaseMaxStamina(20);
                questInProgress = false;
                //UnityEventTools.RemovePersistentListener<int>(dialogueEvent, dialogueEventHandler);
                dialogueEvent.RemoveListener(this.dialogueEventHandler);
                break;
            }
        }
        else if (dialogueManager.dialogueTextAsset == rejectedDialogue)
        {
            switch (nodeIndex)
            {
            case 7:
                wizardFriendship -= 2;
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + wizardFriendship;
                questWasRejected   = false;
                questInProgress    = false;
                currentAppleStatus = appleStatus.notGotten;
                //UnityEventTools.RemovePersistentListener<int>(dialogueEvent, dialogueEventHandler);
                break;

            case 9:
                gameObject.GetComponentInChildren <Text>().text = "Friendship: " + ++wizardFriendship;
                //UnityEventTools.RemovePersistentListener<int>(dialogueEvent, dialogueEventHandler);
                break;

            case 10:
            case 12:
                GameObject.Find(GameConst.PLAYER_OBJECT_NAME).GetComponent <PlayerStatistics>().increaseMaxStamina(20);
                break;
            }
        }
    }
 public void changeAppleStatus(appleStatus newStatus)
 {
     currentAppleStatus = newStatus;
 }