public void incrementMood(int moodValue)
    {
        if (day < STARTING_DAY)
        {
            day = STARTING_DAY;
            displayDay();
        }

        moodScore += moodValue;
        Debug.Log("Incrementing moodValue: " + moodValue + " New score: " + moodScore);
        time += 1;
        if (time >= END_OF_DAY_THRESHOLD)
        {
            endDay();
        }

        displayTime();
        moodBar.SetMood(moodScore);

        if (moodScore >= UPPER_MOOD_THRESHOLD)
        {
            endGame(PossibleEndStates.Win);
            audioSource.volume = audioSource.volume / 50;
        }
        else if (moodScore <= LOWER_MOOD_THRESHOLD)
        {
            endGame(PossibleEndStates.Lose);
            audioSource.volume = audioSource.volume / 50;
        }
        else if (moodScore < 50)
        {
            if (audioSource.clip == neutralMusic)
            {
                audioSource.clip = lowMoodMusic;
                audioSource.Play();
            }
        }
        else
        {
            if (audioSource.clip == lowMoodMusic)
            {
                audioSource.clip = neutralMusic;
                audioSource.Play();
            }
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        moodScore = STARTING_SCORE;
        moodBar   = moodCanvas.GetComponent <MoodBar>();
        time      = STARTING_TIME;
        day       = STARTING_DAY;

        dialogueManager.StartDialogue(openingText);
        displayDay();
        displayTime();
        moodBar.SetMaxMood(UPPER_MOOD_THRESHOLD);
        moodBar.SetMood(moodScore);
        gameIsActive = true;
        pauseMenuUI.SetActive(false);
        audioSource.clip   = neutralMusic;
        audioSource.volume = AUDIO_VOLUME;
        audioSource.Play();
    }