private void DropInRoom(Worker worker, SnapTarget snapTarget)
    {
        SnapTarget openSnapTarget = GameController.FindOpenSnapTargetOfType( snapTarget.GetType() );

        dragObject.EndDrag(openSnapTarget);
    }
    public void EndDrag(SnapTarget snapTarget)
    {
        if(snapTarget != null)		// Set pos to snapTarget
        {
            if(currentSnapTarget != null)
            {
                lastSnapTarget = currentSnapTarget;
                //Debug.Log("setting lastSnapTarget to " + currentSnapTarget.ToString());
            }
            if(snapTarget.isEmpty()) currentSnapTarget = snapTarget; 	// If snapTarget is empty, snap to it
            else currentSnapTarget = GameController.FindOpenSnapTargetOfType( snapTarget.GetType() );	// else, find empty snapTarget of same type
        }
        else 						// Set pos to lastSnapTarget
        {
            if(lastSnapTarget == null || !lastSnapTarget.isEmpty())		// If lastSnapTarget is null or not empty, find empty snapTarget of same type
                lastSnapTarget = GameController.FindOpenSnapTargetOfType( SnapTargetType.Workstation );

            currentSnapTarget = lastSnapTarget;
        }

        //Debug.Log("currentSnapTarget " + currentSnapTarget + " , lastSnapTarget " + lastSnapTarget);
        if(currentSnapTarget != null && lastSnapTarget != null)	// Check For timeInRoom reset
        {
            //Debug.Log(""+currentSnapTarget.GetType() +", "+lastSnapTarget.GetType());
            if(currentSnapTarget.GetType() != lastSnapTarget.GetType())	timeInRoom = 0f; // If switched room type, reset timeInRoom
        }
        Debug.Log("Worker.timeInRoom = " + timeInRoom);

        if(currentSnapTarget == null) return;

        currentSnapTarget.SetWorker(this);					// Fill currentSnapTarget

        Vector3 pos = currentSnapTarget.GetPosition();
        //pos.y = 0.5f;
        pos.y = 0.0f;

        SetPosition( pos );
        gameObject.layer = 9;			// Default Layer

        // Get Animation Name from currentSnapTarget
        Debug.Log ("Play animation " + currentSnapTarget.animation +", Stop animation "+ currentAnimation);
        anim.SetBool(currentAnimation, false);
        currentAnimation = currentSnapTarget.animation;
        anim.SetBool(currentAnimation, true);
    }