public IEnumerator EndDay(int choice)
    {
        if (choice < 0)
        {
            ClearTextElements();
            ClearTownspersonPic();
            description.GetComponent <Text>().text = ChooseRandomStringFromArray(endDayStrings);
        }

        var livePeople = from person in people where !person.dead select person; //Everyone dead but one, go to the fight.


        textBacking.SetActive(true);         //Needed when player timed out without having clicked on anything.
        yield return(new WaitForSeconds(8)); //Time to read the result

        if (livePeople.Count() == 1)
        {
            SceneManager.LoadScene("Battle");
            yield break;
        }
        graveyard.SetActive(false);
        ClearTownspersonPic();
        textBacking.SetActive(false);
        day = false;
        ClearTextElements();
        fadeVal          = new Color(0, 0, 0, 1f);
        fadeSprite.color = fadeVal;
        Text ont = overnightText.GetComponent <Text>();

        ont.text = ChooseRandomStringFromArray(nightStrings);
        yield return(new WaitForSeconds(4));                     //Let them read the night string.

        TownsPerson p = KillVillager();

        ont.text = ont.text + "\n\nThe werewolf has killed the " + p.name + ".";
        yield return(new WaitForSeconds(4));                     //Let them read who died.

        //Reset for new day.
        dayTime    = 0;
        day        = true;
        madeChoice = false;
        ClearTextElements();
        ResetVisitedTownsfolk();
        graveyard.SetActive(true);
    }
    public void ChoiceClicked(int choice)
    {
        if (madeChoice || waitForNewHouse) //Prevent clicks mattering on result text.
        {
            return;
        }

        currentHouse.person.visited = true;

        ClearTextElements();
        tpName.GetComponent <Text>().text      = currentHouse.person.name;
        description.GetComponent <Text>().text = currentHouse.person.responses[choice];

        if (choice == currentHouse.person.chooseWisely)
        {
            var deadPeople = from person in people where person.dead && !person.gaveBoon select person;

            if (currentHouse.person.name == "GraveRobber" && deadPeople.Count() > 0 && Random.Range(0, 1) == 0)
            {
                //Handle taking stuff from the dead person.
                TownsPerson p = deadPeople.ElementAt(Random.Range(0, deadPeople.Count()));
                playerStats.AddBuff(p.buff);
                p.gaveBoon = true;
                rewardText.GetComponent <Text>().text = "You received: " + p.reward + " (gross)";

                //But also handle the grave robber.
                currentHouse.person.gaveBoon = true;
            }
            else
            {
                playerStats.AddBuff(currentHouse.person.buff);
                currentHouse.person.gaveBoon          = true;
                rewardText.GetComponent <Text>().text = "You received: " + currentHouse.person.reward;
            }
            audioSource.PlayOneShot(upgradeSound);
            madeChoice = true;
            StartCoroutine(EndDay(choice));
        }
        else
        {
            waitForNewHouse = true;
        }
    }