/// <summary>
 /// Updates the quests status in regard of enemies
 /// </summary>
 /// <param name="enemyList">List of enemy objects</param>
 /// <param name="objective">Current objective</param>
 private void UpdateEnemyStatus(List <Enemy> enemyList, Reader.Objective objective)
 {
     foreach (Enemy enemy in enemyList)
     {
         if (enemy.CanAddToQuest && enemy.Type == objective.ObjType)   //Om fienden är av rätt typ så läggs den till i questets progress
         {
             objective.Amount++;
             enemy.CanAddToQuest = false;
         }
     }
 }
        /// <summary>
        /// Updates the quests status in regard of npcs
        /// </summary>
        /// <param name="npcList">List of npc objects</param>
        /// <param name="objective">Current objective</param>
        private void UpdateNPCStatus(List <NonPlayerCharacter> npcList, Reader.Objective objective)
        {
            NonPlayerCharacter questNPC = npcList.Find(Friend => Friend.UnitId == objective.ObjType && Friend.CanAddToQuest);

            //If the npc is locaded within the players screen yhe progress is changed
            if (questNPC != null)
            {
                objective.Amount = 1;
            }
            else
            {
                objective.Amount = 0;
            }
        }
 /// <summary>
 /// Updates the objectives Item status
 /// </summary>
 /// <param name="inventoryList">Current inventory</param>
 /// <param name="objective">Current objective</param>
 /// <param name="itemObjType">Type of item object</param>
 private void UpdateItemStatus(List <Item> inventoryList, Reader.Objective objective, Type itemObjType)
 {
     objective.Amount = inventoryList.Count(Item => Item.GetType() == itemObjType && Item.Type == objective.ObjType);
 }