// Create hero position slots based on the amount of heroes
    void CreatePositionSlots()
    {
        Vector3[] slots = GameUtility.SubdivideCircleEdgePoints(_positionParentCCollider.offset, _positionParentCCollider.radius, Heroes.Count, 90);

        // Clear position slot parent's children
        GameUtility.DestroyChidren(HeroPositionParent.transform, true);

        // Instantiate game objects and attach them to the hero position parent
        foreach (Vector3 slot in slots)
        {
            GameObject emptySlot = new GameObject("PositionSlot");
            // Attach to heropositionparent
            emptySlot.transform.parent = HeroPositionParent.transform;
            // Set their positions
            emptySlot.transform.position = slot;
            //Debug.Log("HERO POSITION PARENT CHILDREN ADDED: " + GameUtility.GetChildren(HeroPositionParent.transform).Length);
        }

        _heroPositionSlots = GameUtility.GetChildren(HeroPositionParent.transform);
        // Debug.Log("HERO POSITION SLOTS SIZE: " + _heroPositionSlots.Length + ", HERO POSITION PARENT NAME: " + HeroPositionParent.name);
    }