private static void QueueActionsForPrefab(Entity targetEntity, string prefab)
        {
            switch (prefab)
            {
            case Prefabs.Counter:
            case Prefabs.DrinkSurface:
            case Prefabs.BeerStack:
            case Prefabs.GlassStack:
            case Prefabs.IngredientDispenser:
            case Prefabs.MixologyBook:
            case Prefabs.DispensingBottle:
                ActionManagerSystem.Instance.QueueAction(player, new TeleportAction(Locations.BehindBarLocation()));
                ActionManagerSystem.Instance.QueueAction(player, CommonActions.PlayerUseBar());
                break;

            case Prefabs.Person:
                var playerChild = player.GetState <InventoryState>().Child;
                var targetChild = targetEntity.GetState <InventoryState>().Child;
                if (playerChild != null && targetChild == null)
                {
                    EventSystem.ParentingRequestEvent.Invoke(new ParentingRequest {
                        EntityFrom = player, EntityTo = targetEntity, Mover = playerChild
                    });
                }
                else
                {
                    ActionManagerSystem.Instance.QueueAction(player, TalkToNPC(targetEntity));
                }
                break;

            case Prefabs.Drink:
                ActionManagerSystem.Instance.QueueAction(player, new SetTargetEntityAction(targetEntity));
                ActionManagerSystem.Instance.QueueAction(player, new PickUpItem());
                break;

            case Prefabs.Washup:
                ActionManagerSystem.Instance.QueueAction(player, new DestoryEntityInInventoryAction());
                break;

            case Prefabs.Console:
                ActionManagerSystem.Instance.QueueAction(player, new ChangeDayPhaseAction());
                break;

            case Prefabs.BarConsole:
                ActionManagerSystem.Instance.QueueAction(player, new CloseBarIfOpenAction());
                break;

            default:
                //Do nothing.
                break;
            }
        }