public void RpcEmptyTable(bool isCustomerAngry)
    {
        //animate customers leaving
        foreach (GameObject customer in customersSeated)
        {
            CustomerBehaviour_Seated customerScript = customer.GetComponent <CustomerBehaviour_Seated>();
            customerScript.LeaveRestaurant(isCustomerAngry);
        }

        if (!isCustomerAngry)
        {
            tableFeedbackScript.SuccessfulCustomerService();
            Evaluation_CustomerService.Instance.UpdateNumCustomersServed(customersAtTable);
            GameManager.Instance.IncreaseMood(5);
        }

        tableAudio.PlayOneShot(customersLeaveSFX);

        //clear the lists
        customersSeated.Clear();
        customersAtTable = 0;
        tableOrders.Clear();

        TableColliderManager.Instance.ToggleTableDetection(false, gameObject, "Table");
    }
    //check whether all customers at the table are done eating
    public bool CheckIfAllFinishedEating()
    {
        foreach (GameObject customer in customersSeated)
        {
            CustomerBehaviour_Seated customerScript = customer.GetComponent <CustomerBehaviour_Seated>();

            if (!customerScript.FinishedEating)
            {
                return(false);
            }
        }

        return(true);
    }
    public void ServerSeatGuests(int numGuests)
    {
        //Debug.Log("TableScript - Server: Guests are being seated");

        for (int i = 0; i < numGuests; i++)
        {
            //Instantiate customer
            GameObject newSittingCustomer = Instantiate(customerSeatedPrefab, seatPositions[i].position, seatPositions[i].rotation).gameObject;

            CustomerBehaviour_Seated newCustomerScript = newSittingCustomer.GetComponent <CustomerBehaviour_Seated>();

            //Spawn
            NetworkServer.Spawn(newSittingCustomer);

            //RPC List
            RpcUpdateList(newSittingCustomer);
        }

        RpcSeatGuests(numGuests);
    }