void Start()
    {
        PrefabSelector objects = GetComponent <PrefabSelector>();
        EnemySelector  enemies = GetComponent <EnemySelector>();

        for (int i = 0; i < prefabSpawn; i++)
        {
            float   testX    = Random.Range(-24 + transform.position.x, 24 + transform.position.x);
            int     useX     = Mathf.RoundToInt(testX);
            float   testZ    = Random.Range(-24 + transform.position.z, 24 + transform.position.z);
            int     useZ     = Mathf.RoundToInt(testZ);
            Vector3 testSpot = new Vector3(useX, 0, useZ);
            if (CheckSpots(testSpot))
            {
                GameObject addMe = Instantiate(objects.givePrefab(), testSpot, Quaternion.identity) as GameObject;
                addMe.transform.parent = transform;
                TakeSpots.Add(testSpot);
            }
        }
        for (int i = 0; i < enemySpawn; i++)
        {
            float   testX    = Random.Range(-24 + transform.position.x, 24 + transform.position.x);
            int     useX     = Mathf.RoundToInt(testX);
            float   testZ    = Random.Range(-24 + transform.position.z, 24 + transform.position.z);
            int     useZ     = Mathf.RoundToInt(testZ);
            Vector3 testSpot = new Vector3(useX, 0, useZ);
            if (CheckEnemySpots(testSpot))
            {
                GameObject addMe = Instantiate(enemies.givePrefab(), testSpot, Quaternion.identity) as GameObject;
                addMe.transform.parent = transform;
                TakeSpots.Add(testSpot);
            }
            else
            {
                i--;
            }
        }
    }