/// <summary>
    /// Creates new NPC Attributes and sends the customer to chosen counter.
    /// </summary>
    private void createCustomer()
    {
        int        index   = -1;
        GameObject counter = ChefSaladManager.selectRandomUsableCounter(out index);// Select random available counter.

        if (counter == null)
        {
            return;
        }

        // Register to customer leaving that counter event of the counter.
        counter.GetComponentInChildren <CustomerCounter>().onCustomerLeaving += onNpcReturning;

        // Get NPC Controller of the counter.
        NpcController controller = (NpcController)ChefSaladManager.getNpcController(index);

        // Get Next NPC pawn from queue.
        NpcPawn pawn = npcsAvailable.Dequeue();

        // Set Pawn's start position.
        pawn.transform.position = new Vector3(counter.transform.position.x, counter.transform.position.y + 7, pawn.transform.position.z);

        // Set controller variables and attributes.
        controller.MoveTo           = new Vector3(counter.transform.position.x, counter.transform.position.y, pawn.transform.position.z);
        controller.IsMobile         = true;
        controller.counterTransform = counter.transform;
        controller.attributes.failureTimeMultiplier = UnityEngine.Random.Range(minFailureTimeMultiplier, maxFailureTimeMultiplier);
        controller.attributes.scoreMultiplier       = UnityEngine.Random.Range(minScoreMultiplier, maxScoreMultiplier);
        controller.attributes.maxWaitTime           = 0;

        // Chose random number of ingredients.
        int noOfIngredient = UnityEngine.Random.Range(1, ChefSaladManager.MAX_INGREDIENT_COUNT);
        int salad          = 0;

        // Selecting vegetable that the salad needs to be made of randomly and not repeating.
        for (int i = 0, trial = 0; i < noOfIngredient; i++, trial = 0)
        {
            int           choosen = 0;
            int           pow     = 0;
            VegetableData vegData = null;
            while (trial < 3 && choosen == 0)
            {
                pow     = UnityEngine.Random.Range(0, (int)Vegies.count);
                choosen = (int)Mathf.Pow(2, pow);
                if ((choosen & salad) == 0)
                {
                    salad  |= choosen;
                    vegData = ChefSaladManager.getVegetableData(choosen);
                    controller.attributes.maxWaitTime += (int)(vegData.preparationTime + (vegData.preparationTime * 4f));
                }
                else
                {
                    choosen = 0;
                    trial++;
                }
            }

            if (choosen != 0)
            {
                continue;
            }

            pow     = UnityEngine.Random.Range(0, (int)Vegies.count);
            choosen = (int)Mathf.Pow(2, pow);

            while ((choosen & salad) != 0)
            {
                pow++;
                choosen = (int)Mathf.Pow(2, pow % (int)Vegies.count);
            }
            vegData = ChefSaladManager.getVegetableData(choosen);
            controller.attributes.maxWaitTime += (int)(vegData.preparationTime + (vegData.preparationTime * 4f));
            salad |= choosen;
        }
        controller.attributes.salad = salad;

        // Starting to control the selected pawn from selected controller.
        controller.controlPawn(pawn);
    }