// Update is called once per frame
    void Update()
    {
        if (readyToSpawn)
        {
            timeSinceSeedCollision += Time.deltaTime;
            if (timeSinceSeedCollision >= spawnDelay)
            {
                readyToSpawn = false;

                var plantGuy = Instantiate(plant, new Vector3(seed.transform.position.x, seed.transform.position.y, seed.transform.position.z), transform.rotation) as Plant;
                plantGuy.GetComponentInChildren <Rigidbody2D>().AddForce(transform.up * spawnForce);
                PlantLocator.GetInstance().SwitchToPlant(plantGuy);
                if (endGame)
                {
                    foreach (var sprite in plantGuy.GetComponentsInChildren <SpriteRenderer>())
                    {
                        sprite.enabled = false;
                    }
                    animation.GetComponent <Animator>().SetBool("play", true);
                    //endGameImage.enabled = true;
                    endGameImage.gameObject.GetComponent <ImageExpander>().enabled = true;
                }
                SeedCounter.IncrementSeedsPlanted();
                Destroy(seed);
                //foreach (var collider in moundColliders)
                //{
                //    collider.enabled = true;
                //}
            }
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (SeedCounter.GetSeedsPlanted() > seedCount)
     {
         isFading  = true;
         seedCount = SeedCounter.GetSeedsPlanted();
         //sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, startAlpha - step * seedCount);
         currentTarget = startAlpha - step * seedCount;
     }
     if (isFading)
     {
         sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, Mathf.Lerp(sprite.color.a, currentTarget, lerpBy));
         if (Mathf.Abs(sprite.color.a - currentTarget) < lerpBy * 3)
         {
             sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, currentTarget);
             isFading     = false;
         }
     }
 }