public void ChangeHaunting(int haunt)
 {
     hauntingLevel = Mathf.Clamp(hauntingLevel + haunt, 0, requiredToHaunt);
     //roomTension += haunt;
     if (hauntingLevel >= requiredToHaunt / 2)
     {
         //locController.UnblockAdjacentRooms(transform.position.x, transform.position.y, isStairs);
     }
     if (hauntingLevel >= requiredToHaunt)
     {
         isHaunted = true;
         specterData.inSafeRoom = true;
         playManager.CountHauntedRooms();
     }
     currentColor  = spriteRenderer.color;
     colorLerpTime = 0f;
 }