// Get text if it's available private void GetText() { if (shouldJump) { shouldJump = false; Collider2D[] colliders = Physics2D.OverlapCircleAll(interactPoint.position, interactionRangeRadius, interactible); if (colliders.Length > 0) { foreach (Collider2D c in colliders) { if (c.gameObject.GetComponent <NPCInteraction>() != null) { if (!c.gameObject.GetComponent <NPCInteraction>().TextCollected) { c.gameObject.GetComponent <NPCInteraction>().puzzleText.TextEffect(); inventoryMenu.AddInventoryText(c.gameObject.GetComponent <NPCInteraction>().puzzleText); } } } } } }