public void AcceptNewLevel(int level)
    {
        List <Building> buildings = currentLevelBlueprint.ReturnLevelBuildings(level + 1);

        foreach (Building b in buildings)
        {
            unactivatedList.Add(b);
        }
    }
    public void RetrieveLevelBuildings(int i)
    {
        List <Building> newBuildings = currentLevelBlueprint.ReturnLevelBuildings(i + 1);

        if (newBuildings.Count > 0 && newBuildings != null)
        {
            foreach (Building b in newBuildings)
            {
                b.gameObject.SetActive(false);
            }
        }
    }