Making a button appear on a specific state?

I am working on a text-based choose your own adventure game where I use states (borrowed from the Unity 2D course on Udemy) to make text appear in the game.

Code to make the states:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = “State”)]
public class State : ScriptableObject {

[TextArea(10, 14)][SerializeField] string storyText;
[SerializeField] State[] nextStates;

public string GetStateStory(){
    return storyText;   
}

public State[] GetNextState(){
    return nextStates;
}

}

Code for changing text:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class StoryText : MonoBehaviour
{

[SerializeField] Text textComponent;
[SerializeField] State startingState;

State state;

// Use this for initialization
void Start()
{
    state = startingState;
    textComponent.text = state.GetStateStory();
}

// Update is called once per frame
void Update()
{
    ManageState();
}

private void ManageState()
{
    var nextStates = state.GetNextState();
    if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Alpha1))
    {
        state = nextStates[0];
        textComponent.text = state.GetStateStory();
    }
}

}

This is the current code I have trying to make a button appear on a specific state:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class ShowButton : MonoBehaviour
{

[SerializeField] Button buttonOne;
[SerializeField] Button buttonTwo;
State state;
// Use this for initialization
void Start()
    {
    var nextState = state.GetNextState();
        buttonOne.gameObject.SetActive(false);
        buttonTwo.gameObject.SetActive(false);
    if (state = nextState[0])
        {
            buttonOne.gameObject.SetActive(true);
            buttonTwo.gameObject.SetActive(true);
        }
    }

}

Any help would be greatly appreciated.

You are missing 1 “=“ in the if statement that checks the state in the last script.

if(state == nextState[0])