private float GetHeight(PLATFORM_HEIGHT height)
    {
        switch (height)
        {
        default:
        case PLATFORM_HEIGHT.LOW:
            return(-2);

        case PLATFORM_HEIGHT.MIDDLE:
            return(0);

        case PLATFORM_HEIGHT.HIGH:
            return(2);
        }
    }
    /// <summary>
    /// Generate a very long platform so that I can generate coins to match.
    /// </summary>
    /// <param name="x">Middle of the platform x position</param>
    /// <param name="heightType">LOW, MIDDLE, HIGH are the three options. Uses LOW for long platform</param>
    /// <param name="length">How long the platform will be</param>
    public void CreateNewPlatform(float x, PLATFORM_HEIGHT heightType, int length)
    {
        float y = GetHeight(heightType);

        const int startWiggle = 5; // How many pixels behind the player we would want to start.

        GameObject platform = new GameObject();

        platform.name  = "Super Long Platform";
        platform.layer = 8; // Ground Layer
        platform.transform.position = new Vector3(x - startWiggle + (length / 2), y, 0);

        BoxCollider2D boxCol = platform.AddComponent <BoxCollider2D>();

        boxCol.size = new Vector2(length, 1);

        GameObject pStart = new GameObject();

        pStart.transform.SetParent(platform.transform);
        pStart.transform.localPosition = new Vector3(-length / 2, 0, 0);
        SpriteRenderer pStartSprite = pStart.AddComponent <SpriteRenderer>();

        pStartSprite.sprite = Resources.Load <Sprite>("Floors/Night/Dark Curved Left");

        for (int i = 1; i < length; i++)
        {
            GameObject pMiddle = new GameObject();
            pMiddle.transform.SetParent(platform.transform);
            pMiddle.transform.localPosition = new Vector3((length / 2) - i, 0, 0);
            SpriteRenderer pMiddleSprite = pMiddle.AddComponent <SpriteRenderer>();
            pMiddleSprite.sprite = Resources.Load <Sprite>("Floors/Night/Dark Curved Filler");
        }

        GameObject pEnd = new GameObject();

        pEnd.transform.SetParent(platform.transform);
        pEnd.transform.localPosition = new Vector3(length / 2, 0, 0);
        SpriteRenderer pEndSprite = pEnd.AddComponent <SpriteRenderer>();

        pEndSprite.sprite = Resources.Load <Sprite>("Floors/Night/Dark Curved Right");
    }