void SetupGame()
    {
        //Clear racksf this isn't a new game
        _playRack.ClearRack();
        _handRack.ClearRack();

        string shuffledWord = _wordController.ShuffleWord(GetRepairWord());

        _pidginText.text = GetCurrentPidgenWord();

        //Create tiles d add them to Rack
        foreach (char c in shuffledWord)
        {
            GameObject clone = (GameObject)Instantiate(_letterButtonPrefab, Vector3.zero, transform.rotation);
            //GameObject clone = poolHebaviour.RequestGameObject();
            clone.name = c.ToString();

            LetterButton letterButton = clone.GetComponent <LetterButton>();
            letterButton.Letter = c.ToString();

            //TODO: Maybe directly add these tiles so it doesn't look visually weird
            _handRack.AddLetterButtonToFirstEmptySlot(letterButton);
        }

        _currentTimer.Begin();
        SetProgressRatio();
    }
 public void LetterButtonTapped(LetterButton letterButton)
 {
     Debug.Log("LetterButtonTapped: " + letterButton.name);
     RemoveLetterButton(letterButton);
     _dependentRack.AddLetterButtonToFirstEmptySlot(letterButton);
 }