//Similarly generate abled pirates
    private void GenerateAbledPirates(PirateLogic[] abledPirateParents)
    {
        _activeAbledPirates = new List <PirateLogic>();
        List <GameObject> objects = abledPirateGenerator.RegenerateObjects();

        foreach (GameObject obj in objects)
        {
            PirateLogic pirate = obj.GetComponent <PirateLogic>();
            if (pirate != null)
            {
                _activeAbledPirates.Add(pirate);
                if (abledPirateParents != null)
                {
                    PirateLogic pirateParent = abledPirateParents[Random.Range(0, abledPirateParents.Length)];
                    pirate.Birth(pirateParent.GetData());
                }

                pirate.Mutate(mutationFactor, mutationChance);
                pirate.AwakeUp();
            }
        }
    }
    private void GeneratePiratesArithmeticCrossover(PirateLogic[] pirateParents)
    {
        _activePirates = new List <PirateLogic>();
        List <GameObject> objects = pirateGenerator.RegenerateObjects();

        foreach (GameObject obj in objects)
        {
            PirateLogic pirate = obj.GetComponent <PirateLogic>();
            if (pirate != null)
            {
                _activePirates.Add(pirate);
                if (pirateParents != null)
                {
                    PirateLogic firstPirateParent  = pirateParents[Random.Range(0, pirateParents.Length)];
                    PirateLogic secondPirateParent = pirateParents[Random.Range(0, pirateParents.Length)];
                    pirate.BirthArithmeticCrossover(firstPirateParent.GetData(), secondPirateParent.GetData());
                }

                pirate.Mutate(mutationFactor, mutationChance);
                pirate.AwakeUp();
            }
        }
    }