private void interact()
    {
        Collider2D[] results = Physics2D.OverlapCircleAll(transform.position, playerRadius);

        foreach (Collider2D r in results)
        {
            if (r.transform.tag == "Untagged")
            {
                continue;
            }
            else if (r.transform.tag == "AISpecial" && !foundAISpecial)
            {
                foundAISpecial = true;
            }
            else if (r.transform.tag == "AI" && !foundAI)
            {
                foundAI = true;
                ai      = r.transform;
            }
            else if (r.transform.tag == "Player" && !foundPlayer && !(r.transform.Equals(transform)))
            {
                foundPlayer = true;
                opponent    = r.transform;
            }
        }

        if (foundAISpecial && !equiped)
        {
            Debug.Log("KNIFE");
            equiped = true;
            playerui.SetAlert(true);
            manager.GetComponent <AlertSound>().soundAlert();
        }
        else if (foundPlayer && equiped)
        {
            Debug.Log("KILL PLAYER");
            equiped = false;
            Destroy(opponent.gameObject);
            playerui.SetAlert(false);
            manager.GetComponent <Win>().win(!isSecondPlayer);
            manager.GetComponent <FallSound>().soundFall();
        }
        else if (foundAI && equiped)
        {
            Debug.Log("KILL AI");
            equiped = false;
            Debug.Log(manager);
            manager.GetComponent <XManager>().place_marker(ai.transform.position);
            manager.GetComponent <XManager>().flash();
            Destroy(ai.gameObject);
            playerui.SetAlert(false);
            manager.GetComponent <FallSound>().soundFall();
            playerui.SetSkull(3 - npcKills);

            npcKills -= 1;
            if (npcKills <= 0)
            {
                equiped = false;
                playerui.SetAlert(false);
                manager.GetComponent <Win>().win(isSecondPlayer);
                manager.GetComponent <FallSound>().soundFall();
                Destroy(transform.gameObject);
            }
        }


        foundAISpecial = false;
        foundPlayer    = false;
        foundAI        = false;

        ai       = null;
        opponent = null;
    }