void createReflectionPiece(LinkedList <Vector3> piecePositions, PieceObject tempPiece)
    {
        LinkedList <Vector3> newList = new LinkedList <Vector3>();

        foreach (var tempVector in piecePositions)
        {
            newList.AddLast(new Vector3(tempVector.x, tempVector.y - 1, tempVector.z));
        }

        tempPiece.reflectionObjects = createPieceGameObject(newList, true, tempPiece.getPieceName());

        var reflectionPieces = tempPiece.reflectionObjects;

        assignReflectionMaterials(reflectionPieces, tempPiece.getPieceName());
        reflectionGravityCheck();
    }
    //locks the current piece in its spot, swaps it for no outline piece, swaps spawn boolean
    void lockPieceAndSwapSpawn()
    {
        removeReflection();
        removeOutline(currentPiece, currentPiece.getPieceName());
        hasHeldBool = false;
        playPieceSound(pieceLockedSound);
        currentPiece = null;
        bool oneLoop      = true;
        int  comboCounter = 0;

        while (oneLoop)
        {
            oneLoop = false;

            for (int i = 0; i < sizeDim + yOffset; i++)
            {
                if (isFullFloor(i))
                {
                    comboCounter += 1;
                    removeFullFloor(i);
                    Debug.Log("done floor " + i);
                    oneLoop = true;
                }
            }

            for (int i = 0; i < sizeDim; i++)
            {
                if (isFullWallX(i))
                {
                    comboCounter += 1;
                    removeFullWallX(i);
                    Debug.Log("done wallX" + i);
                    oneLoop = true;
                }
            }

            for (int i = 0; i < sizeDim; i++)
            {
                if (isFullWallZ(i))
                {
                    comboCounter += 1;
                    removeFullWallZ(i);
                    Debug.Log("done wallZ" + i);
                    oneLoop = true;
                }
            }
        }
        if (comboCounter == 1)
        {
            currentScore += 1000;
        }
        if (comboCounter == 2)
        {
            currentScore += 5000;
        }
        if (comboCounter == 3)
        {
            currentScore += 10000;
        }
        if (comboCounter == 4)
        {
            currentScore += 25000;
        }
        if (comboCounter == 5)
        {
            currentScore += 100000;
        }


        shouldSpawn = true;
    }