public void Start()
 {
     if (isWorking)
     {
         return;
     }
     isWorking    = true;
     this.enabled = true;
     conveyor.SetState(ConveyorState.Working);
 }
 private void GenerateOrder()
 {
     if (anyOrder || !isWorking)
     {
         return;
     }
     if (receivingConveyor.CurrentState == ConveyorState.Waiting)
     {
         var randomSequenceSize = 2;
         if (Player.PlayerScores.Scores >= 4)
         {
             randomSequenceSize = Random.Range(2, currentOrder.MaxOrderSequenceLength + 1);
         }
         currentOrder.CreateOrder(randomSequenceSize);
         anyOrder = true;
         StartCoroutine(OrderTimer());
         receivingConveyor.SetState(ConveyorState.Working);
         OnNextOrderNotify?.Invoke(currentOrder);
     }
 }