public void HouseDestroyed()
        {
            if (!isPresent)
                return;

            isPresent = false;
            studio = null;
            //return;

            cursed = true;
            cursedDuration = 0f;
            /*
            IndieDevBehavior[] indieDevs = GlobalObjects.GetIndieDevs();
            foreach (IndieDevBehavior indieDev in indieDevs)
            {
                if (!indieDev.alive)
                    continue;
                DevGuy devGuy = indieDev.aiDevGuy;
                // update the track if it needs to
                if (devGuy.currentTrack != null && devGuy.currentTrack.track.Contains(houseTileInd))
                {
                    devGuy.currentTrack = null;
                }
            }
             */
        }
        public void CreateHouse(List<IndieDevBehavior> waitingDevs)
        {
            System.Diagnostics.Debug.Assert(!isPresent);
            isPresent = true;

            Transform buildingPrefab = GlobalObjects.GetDevAIBehaviour().buildingPrefab;
            Transform buildingTransform = GlobalObjects.GetDevAIBehaviour().InstantiateBuildingAt(buildingPrefab, baseWorldPos);

            studio = buildingTransform.GetComponent<IndieStudioBehavior>();
            studio.location = this;
            studio.IndieDevCount = waitingDevs.Count;

            foreach (IndieDevBehavior indieDev in waitingDevs)
            {
                IndieStudioBehavior.Destroy(indieDev.gameObject);
            }
            waitingDevs.Clear();

            waver.AI = GlobalObjects.GetDevAIBehaviour();
            waver.StartWave(houseTileInd, GlobalObjects.GetDevAIBehaviour().levelMatrix);
        }