private void OnTriggerEnter(Collider other)
    {
        ObjectInRange = true;
        AO            = other.gameObject.GetComponent <ActivateObject>();
        InteractionPrompt.SetActive(true);

        if (AO.ObjectCount == 0)
        {
            // Testing Object Increase Value
            AO.ObjectCount   += 1;
            ObjectFinalCount += AO.ObjectCount;
            // Debug.Log(AO.ObjectCount);
            // Debug.Log(ObjectFinalCount);
        }
    }
    void Update()
    {
        if (DetectObject.ObjectInRange == true)
        {
            _activateObject = DetectObject.AO;
        }

        if (Input.GetKeyDown(KeyCode.F) && DetectObject.ObjectInRange == true) // Player must be within an object and press key
        {
            activeND.SetActive(true);                                          // Show Display object
            DisplayText();
        }
        else if (DetectObject.ObjectInRange == false)   // Hide Display Object and reset sentence index
        {
            activeND.SetActive(false);
            activeIndex = 0;
        }
    }