void SetSpeed(ObstacleSpeed obsSpeed)
 {
     if (obsSpeed.Equals(ObstacleSpeed.Slow))
     {
         speed = Random.Range(speedSlowMin, speedSlowMax);
     }
     if (obsSpeed.Equals(ObstacleSpeed.Fast))
     {
         speed = Random.Range(speedFastMin, speedFastMax);
     }
     if (obsSpeed.Equals(ObstacleSpeed.Random))
     {
         speed = Random.Range(speedSlowMin, speedFastMax);
     }
 }
 // Spawns an obstacle based on provided information from LevelController.cs
 public void SpawnObstacle(ObstacleSpeed obsSpeed)
 {
     // If the level has not reached the maximum number of obstacles and obstacles should be spawned
     if (currObs < maxObs && !obsSpeed.Equals(ObstacleSpeed.NULL))
     {
         SpawnPointAndRotation();
         obstacle.GetComponent <ObstacleBehavior>().rotX = rotX;
         obstacle.GetComponent <ObstacleBehavior>().rotY = rotY;
         obstacle.GetComponent <ObstacleBehavior>().rotZ = rotZ;
         SetSpeed(obsSpeed);
         Instantiate(obstacle, chosenSpawn, Quaternion.identity);
         currObs += 1;
     }
 }