// Use this for initialization
	void Start () {
		dialog = FindObjectOfType<DialogSystem> ();
		renderer = GetComponent<MeshRenderer> ();
		puzzle = FindObjectOfType<KitchenScript> ();
		room = FindObjectOfType<RoomScript> ();

		GameState.Fumes = (GameState.FumesColor) Random.Range (0, get_fumes_count());
		switch (GameState.Fumes)
		{
		case GameState.FumesColor.Red:
			dialog.ShowText ("Red fumes wildly dancing on top of the cauldron");
			renderer.material = red_cauldron;
			break;
		case GameState.FumesColor.Green:
			dialog.ShowText ("Cauldron spits some green stuff");
			renderer.material = green_cauldron;
			break;
		case GameState.FumesColor.Yellow:
			dialog.ShowText ("Cauldron spits some yellow stuff");
			renderer.material = yellow_cauldron;
			break;
		case GameState.FumesColor.Pink:
			dialog.ShowText ("Something pinky is cooking");
			renderer.material = pink_cauldron;
			break;
		default:
			dialog.ShowText ("You're  cannot understand the color of the fumes");
			break;
		}
	}
	// Use this for initialization
	void Start () {
		dialog = FindObjectOfType<DialogSystem>();
		kitchen = FindObjectOfType<KitchenScript> ();
	}
	// Use this for initialization
	void Start () {

		room = FindObjectOfType<RoomScript>();
		puzzle = FindObjectOfType<KitchenScript> ();
		dialog = FindObjectOfType<DialogSystem> ();
	}