public void CreateCrate(float _water, float _potatoes, float _electricity, float _scrap, float _ductTape)
        {
            int baseRandSlot = (int)(UnityEngine.Random.value * m_crateDropPoints.Count);
            int successSlot  = -1;

            for (int i = 0; i < m_crateDropPoints.Count; i++)
            {
                int slot = (baseRandSlot + i) % m_crateDropPoints.Count;
                if (m_crateSlots[slot] != 1)
                {
                    successSlot = slot;
                }
            }
            if (successSlot == -1)
            {
                Debug.Log("Stacking crates, exiting.");
                return;
            }
            GameObject crate = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/Drop_prefab"));

            m_crateSlots[successSlot] = 1;
            crate.name = "Drop_Crate_" + successSlot;

            crate.transform.position = new Vector3(m_crateDropPoints[successSlot].x, 15.0f, m_crateDropPoints[successSlot].z);
            crate.transform.Rotate(new Vector3(0.0f, 180.0f * UnityEngine.Random.value, 0.0f));

            DropController dc = crate.GetComponent <DropController>();

            dc.SetValues(_water <= 0 ? 0 : _water + GetRandomCrateChange(),
                         _potatoes <= 0 ? 0 : _potatoes + GetRandomCrateChange(),
                         _electricity <= 0 ? 0 : _electricity + GetRandomCrateChange(),
                         _scrap <= 0 ? 0 : _scrap + GetRandomCrateChange(),
                         _ductTape <= 0 ? 0 : _ductTape + GetRandomCrateChange(),
                         successSlot);
        }
        public void CollectCrate(DropController _crate)
        {
            AddAmount(Constants.WATER, _crate.water);
            AddAmount(Constants.POTATO, _crate.potatoes);
            AddAmount(Constants.ELECTRICITY, _crate.electricity);

            AddAmount(Constants.SCRAP, _crate.scrap);
            AddAmount(Constants.DUCTTAPE, _crate.ductTape);
        }