//  public Prize prize;

    public SaveableChest(int chestID, ChestState chestState, DateTimeSaveable openOrderTimeArg, DateTimeSaveable openDurationArg, ChestType chestType)
    {
        this.chestType             = chestType;
        this.chestID               = chestID;
        this.chestState            = chestState;
        openDurationSaveable       = openDurationArg;
        this.openOrderTimeInSystem = new DateTime(openOrderTimeArg.year, openOrderTimeArg.month, openOrderTimeArg.day, openOrderTimeArg.hour, openOrderTimeArg.minute, openOrderTimeArg.seconds);
        this.openDurationSaveable  = openDurationArg;
        //  this.prize = prize;

        openDuration = new TimeSpan(openDurationArg.hour, openDurationArg.minute, openDurationArg.seconds);

//        Debug.Log( " sss  " + openDuration);
        // openOrderTimeSaveable = new DateTimeSaveable(0, 0, 0, openOrderTimeInSystem.Hour, openOrderTimeInSystem.Minute, openOrderTimeInSystem.Second);
    }
 public void AssignValues(SaveableChest saveableChest)
 {
     thisChest = saveableChest;
     chestID   = saveableChest.chestID;
     if (saveableChest.chestState == ChestState.InOpening)
     {
         OnChestBrowsedUnlocking(thisChest);
     }
     if (chestReady == false)
     {
         chestState = saveableChest.chestState;
     }
     //  prize = saveableChest.prize;
     openDuration  = saveableChest.openDurationSaveable;
     openOrderTime = saveableChest.openOrderTimeSaveable;
     Debug.Log("chest dur: " + saveableChest.openDuration + "   " + saveableChest.chestState);
     remainingTimeToOpen = System.DateTime.Now - saveableChest.openOrderTimeInSystem;
     GetComponent <ChessMenuUI>().EnrollInEvent();
     OnChestAssignedSingle(saveableChest);
 }