private void BuildBuilding(BaseObject target)
    {
        AICamp  camp         = GameObject.Find("AIHandler").GetComponent <AICamp>();
        Vector3 campLocation = camp.GetCampLocation();
        float   campRadius   = camp.GetCampRadius();


        Vector3      possibleBuildingPlacement = GetRandomPositionInsideCamp(campLocation, campRadius);
        BaseBuilding newObject = Instantiate <BaseObject>(target, possibleBuildingPlacement, Quaternion.Euler(Vector3.zero)) as BaseBuilding;

        //Try to place object around camp max 10 times.
        for (int i = 0; i < 10 && BuildingPlacer.HitsObstacle(possibleBuildingPlacement, newObject.transform); i++)
        {
            possibleBuildingPlacement = GetRandomPositionInsideCamp(campLocation, campRadius);
        }


        if (!BuildingPlacer.HitsObstacle(possibleBuildingPlacement, newObject.transform))
        {
            possibleBuildingPlacement.y += newObject.GetComponentInChildren <Collider>().bounds.size.y;
            //possibleBuildingPlacement.y += newObject.transform.position.y; //Offset the building to be above ground
            newObject.SetPlayer(player);
            newObject.AddLifecycleListener(this);
            newObject.OnCreated();
        }
        else
        {
            Debug.LogError("A placement was not found");
            newObject.RemoveObject();
        }
    }
 public void AddBuilding(BaseBuilding obj)
 {
     obj.AddLifecycleListener(this);
     builtBuildings.Add(obj);
 }