local Dining = Class(function(self, inst) 	self.inst = inst end, nil, { })  function Dining:GetFood() 	if self.inst.foodname then 		local food = SpawnPrefab(self.inst.foodname) 		self.inst.foodnum = self.inst.foodnum - 1 		if self.inst.foodnum == 0 then 			self.inst.foodname = nil     		self.inst.AnimState:HideSymbol("swap_flower")     	end     	food.components.edible.healthvalue = food.components.edible.healthvalue*TUNING.DINING_BUFF     	food.components.edible.hungervalue = food.components.edible.hungervalue*TUNING.DINING_BUFF     	food.components.edible.sanityvalue = food.components.edible.sanityvalue*TUNING.DINING_BUFF     	return food     end     return nil end  function Dining:DropFood()     if self.inst.foodname then         local food = SpawnPrefab(self.inst.foodname)         if food.components.stackable then             local maxsize = food.components.stackable.maxsize             while self.inst.foodnum > maxsize do                 local addition = SpawnPrefab(self.inst.foodname)                 addition.components.stackable.stacksize = maxsize                 addition.Transform:SetPosition(self.inst.Transform:GetWorldPosition())                 self.inst.foodnum = self.inst.foodnum - maxsize             end             food.components.stackable.stacksize = self.inst.foodnum         end         food.Transform:SetPosition(self.inst.Transform:GetWorldPosition())     end     self.inst.foodname = nil     self.inst.foodnum = 0     self.inst.AnimState:HideSymbol("swap_flower") end  return Dining