/// <summary>
    /// Adds the given objects to the relevant spawn lists.
    /// </summary>
    /// <param name="spawnedObjArg"></param>
    private void AddObjectToSpawnsList(NetworkPooledObjectController spawnedObjArg)
    {
        // add spawned object to spawned list for easy cleanup later
        spawnedObjects.Add(spawnedObjArg);

        // get the given spawned object's character component
        CharacterMasterController spawnCharMaster = spawnedObjArg.GetComponent <CharacterMasterController>();

        // if given object is a character
        if (spawnCharMaster != null)
        {
            // heal char to full health
            spawnCharMaster.CharHealth.ResetHealth();

            // add enemy to alive spawn chars
            aliveSpawnedCharacters.Add(spawnCharMaster);
        }
    }
 /// <summary>
 /// Sets up the vars that hold references to relevant components.
 /// Call in Awake().
 /// </summary>
 protected virtual void InitializeComponentReferences()
 {
     _pooledObject = GetComponent <NetworkPooledObjectController>();
 }