private void ActivateTowers()
 {
     //activate all of the towers that are within the active energy range
     for (int i = 0; i < ResourceSystem.Instance.GetEnergy(); i++)
     {
         if (i > ActiveTowers.Count - 1)
         {
             break;
         }
         if (ActiveTowers[i].CompareTag("Energy"))
         {
             MiningTower tower = ActiveTowers[i].GetComponent <MiningTower>();
             tower.EffectWorking = true;
         }
         else if (ActiveTowers[i].CompareTag("Tower"))
         {
             TowerTargeting tower = ActiveTowers[i].GetComponent <TowerTargeting>();
             tower.EffectWorking = true;
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (ResourceSystem.Instance.EnergyMax < ActiveTowers.Count)
        {
            for (int i = ResourceSystem.Instance.EnergyMax; i < ActiveTowers.Count; i++)
            {
                if (ActiveTowers[i].CompareTag("Energy"))
                {
                    MiningTower tower = ActiveTowers[i].GetComponent <MiningTower>();
                    tower.EffectWorking = false;
                }
                else if (ActiveTowers[i].CompareTag("Tower"))
                {
                    TowerTargeting tower = ActiveTowers[i].GetComponent <TowerTargeting>();
                    tower.EffectWorking = false;
                }
            }

            Debug.Log("Too many towers");
        }
    }