void OnMouseDown()
    {
        if (currentActiveDiverCount < maximumActiveDiverCount)
        {
            currentActiveDiverCount++;
            //IncreaseFarthestCheckpoint();

            GameObject diver     = Instantiate(diverPrefab, transform.position, Quaternion.identity);
            Diver      diverComp = diver.GetComponent <Diver>();
            diverComp.checkpoints = new List <GameObject>(checkpointObjects);
            diverComp.Initialize(movementSpeed, carryCapacity, farthestCheckpoint, scroungingTimerLength, this);
        }
    }