public void BeginMixing()
 {
     PlayerManager.CurrentPlayer.GetComponent <PlayerMovement>().ChangeState(PlayerMovement.PlayerState.Locked);
     activeCauldron = this;
     foreach (GameObject gameObject in objectsToActivate)
     {
         gameObject.SetActive(true);
     }
     foreach (var item in objectsToDeactivate)
     {
         item.SetActive(false);
     }
 }
    public void StopMixing()
    {
        activeCauldron = null;
        foreach (var item in objectsToDeactivate)
        {
            item.SetActive(true);
        }
        foreach (GameObject gameObject in objectsToActivate)
        {
            gameObject.SetActive(false);
        }

        InventoryManager.InventoryIsOpen = false;
        PlayerManager.CurrentPlayer.GetComponent <PlayerMovement>().ChangeState(PlayerMovement.PlayerState.Waiting);
    }