void BlockTypeCalculation(int order, BlockComponent block)
        {
            int roll = Random.Range(0, 100);

            //Calculations on block health/wall settings are done of one roll. The roll's chances change depending on how high up thhe screen the block is, if the higher the block, the more likely the max health will be higher
            //All rolls have a very chance to be walls

            if (order < 2)
            {
                if (roll < 60)
                {
                    block.SetMaxHealth(3);
                    return;
                }
                if (roll < 85)
                {
                    block.SetMaxHealth(2);
                    return;
                }
                if (roll < 95)
                {
                    block.SetMaxHealth(1);
                    return;
                }

                block.SetWall();
                return;
            }

            if (order < 4)
            {
                if (roll < 50)
                {
                    block.SetMaxHealth(2);
                    return;
                }
                if (roll < 75)
                {
                    block.SetMaxHealth(3);
                    return;
                }
                if (roll < 90)
                {
                    block.SetMaxHealth(1);
                    return;
                }

                block.SetWall();
                return;
            }

            if (order < 8)
            {
                if (roll < 75)
                {
                    block.SetMaxHealth(1);
                    return;
                }
                if (roll < 90)
                {
                    block.SetMaxHealth(2);
                    return;
                }
                if (roll < 95)
                {
                    block.SetMaxHealth(3);
                    return;
                }

                block.SetWall();
                return;
            }
        }