// This function destroys the object on the given position.
    private void RemoveObject()
    {
        int buildingLayerMask = 1 << LayerMask.NameToLayer("Building");

        Vector3 destroyPoint = new Vector3(_xPos, 0, _zPos);
        var     hitCollider  = Physics.OverlapBox(destroyPoint, Vector3.one / 4, Quaternion.identity, buildingLayerMask);

        if (hitCollider.Length > 0)
        {
            for (int i = 0; i < hitCollider.Length; i++)
            {
                Building building = hitCollider[i].gameObject.GetComponent <Building>();

                if (building)
                {
                    BlockProgrammingWindow.DestroyBuilding(building.buildingType);
                }

                Object.Destroy(hitCollider[i].gameObject);
            }
        }
        else
        {
            // Show to player that is not possible because space is not occupied
            return;
        }
    }
    // This function spawns the object on the given position.
    private void PlaceBuilding()
    {
        if (!_building)
        {
            return;
        }

        int buildingLayerMask = 1 << LayerMask.NameToLayer("Building");

        Vector3 spawnPoint  = new Vector3(_xPos, 0, _zPos);
        var     hitCollider = Physics.OverlapBox(spawnPoint, Vector3.one / 4, Quaternion.identity, buildingLayerMask);

        if (hitCollider.Length > 0)
        {
            // Show to player that is not possible because space is occupied
            return;
        }
        else
        {
            _newObject = Object.Instantiate(_building, new Vector3(_xPos, 0, _zPos), Quaternion.Euler(new Vector3(_building.transform.localEulerAngles.x, 180, _building.transform.localEulerAngles.z)));

            _newObject.layer = LayerMask.NameToLayer("Building");

            Building building = _newObject.AddComponent <Building>();

            if (building)
            {
                building.buildingType = _buildingType;
                BlockProgrammingWindow.BuildBuilding(building.buildingType);
            }
        }
    }