/**
         * Test, if wound in Stone is draggable and if the workshop slot is empty
         */
        public void TestConditionsBeforeToWorkshop()
        {
            var leanSelectable = CurrentStone.gameObject.GetComponent <LeanSelectable>();

            Assert.IsNotNull(leanSelectable, $"Player {_currentPlayer}: Stone is not selectable in the inventory");
            Assert.IsTrue(WorkshopSlot.GetComponent <Workshop>().IsEmpty(), $"Player {_currentPlayer}: workshop is already full");
        }
        /**
         * Move current stone to current workshop slot and test, if stone is in workshop
         */
        public IEnumerator MoveToWorkshopSlot()
        {
            // ReSharper disable once Unity.InefficientPropertyAccess
            yield return(AssertMovement(WorkshopSlot.transform.position + Vector3.up, WorkshopSlot.transform.position,
                                        $"Player {_currentPlayer}: Stone is not in center of workshop"));

            Assert.IsFalse(WorkshopSlot.GetComponent <Workshop>().IsEmpty(), $"Player {_currentPlayer}: Workshop slot should be full");
        }