/// <summary>
        /// Could pass a Transform to parent the Cabinet, but I like it in the scene root.
        /// </summary>
        public GameObject SpawnCabinet(LevelStats i_stats)
        {
            GameObject cabinet = GameObject.Instantiate(i_stats.cabinetPrefab);

            cabinet.name = "CabinetInstance";
            cabinet.transform.position = Vector3.zero;

            return(cabinet);
        }
 public void SpawnMoles(HoleManager holeManager, LevelStats i_stats)
 {
     for (int i = 0; i < i_stats.moles.Count; i++)
     {
         GameObject moleObj = GameObject.Instantiate(i_stats.moles[i].molePrefab);
         moleObj.name = "Mole #" + i.ToString();
         moleObj.transform.SetParent(holeManager.transform);
         Mole mole = moleObj.AddComponent <Mole>();
         mole.behaviour = GameObject.Instantiate(i_stats.moles[i]);
         mole.StartMoleCycle(holeManager);
     }
 }
 private void LevelStartEvent(LevelStats i_stats)
 {
     levelTime = i_stats.levelDuration;
     StartCoroutine(ReduceTime());
 }