// Start is called before the first frame update
    void Start()
    {
        Customer_Already_Serve = 0;

        the_Weapon_Collection_Point = FindObjectOfType <WeaponCollectionPoint>();
        if (Customer_Already_Serve <= Customer.Count)
        {
            StartCoroutine("SpawnNextCustomer");
        }
    }
    void CheckWeapon()
    {
        WeaponCollectionPoint the_Weapon_Collection_Point = FindObjectOfType <WeaponCollectionPoint>();

        StopCoroutine("CustomerIdling");
        //check all types if correct
        if (customer_Order[GameManager.counterDay].weapon_Material == the_Weapon_Collection_Point.material_Type)
        {
            correct_Material = true;
        }
        if (customer_Order[GameManager.counterDay].weapon_Type == the_Weapon_Collection_Point.weapon_Type)
        {
            correct_Weapon_Type = true;
        }
        if (customer_Order[GameManager.counterDay].weapon_Enchantment == the_Weapon_Collection_Point.enchantment_Type)
        {
            correct_Enchantment = true;
        }
        if (correct_Enchantment && correct_Weapon_Type && correct_Material)
        {
            correct_Weapon = true;
        }
        if (GameManager.counterDay == 1)
        {
            if (correct_Material && correct_Weapon_Type)
            {
                if (this.name == "Antoine(Clone)")
                {
                    AddKnightScore();
                }
                if (this.name == "Solana(Clone)")
                {
                    AddRougeScore();
                }
                current_Voiceline = 4;
            }
        }
        else if (correct_Weapon)
        {
            if (this.name == "Antoine(Clone)")
            {
                AddKnightScore();
            }
            if (this.name == "Solana(Clone)")
            {
                AddRougeScore();
            }
            current_Voiceline = 5;
        }
        StartCoroutine("ExitingStore");
    }