//-------------------------------------------------
    //Handles scene set-up, deactivates objects that should be deactive
    private void SetupScene()
    {
        if (activeEnv != Generator.EnvironmentID.Env1)
        {
            activeEnv = Generator.EnvironmentID.Env1;;
        }

        foreach (Generator g in generatorDict[Generator.EnvironmentID.Env2])
        {
            //ShiftPlatformsToFloat(g);
            g.gameObject.SetActive(false);
        }
    }
    //-------------------------------------------------
    public void SwitchEnvironment()
    {
        List <Generator> activate;
        List <Generator> deactivate;

        if (activeEnv == Generator.EnvironmentID.Env1)
        {
            activate   = generatorDict[Generator.EnvironmentID.Env2];
            deactivate = generatorDict[Generator.EnvironmentID.Env1];

            foreach (Generator gen in activate)
            {
                //ShiftPlatformsToBind(gen);
                gen.gameObject.SetActive(true);

                //if(gen.gameObject.activeSelf == false)
                //{
                //    gen.gameObject.SetActive(true);
                //}
            }

            foreach (Generator gen in deactivate)
            {
                //ShiftPlatformsToFloat(gen);
                gen.gameObject.SetActive(false);
            }
            activeEnv = Generator.EnvironmentID.Env2;
            return;
        }


        if (activeEnv == Generator.EnvironmentID.Env2)
        {
            activate   = generatorDict[Generator.EnvironmentID.Env1];
            deactivate = generatorDict[Generator.EnvironmentID.Env2];

            foreach (Generator gen in activate)
            {
                //ShiftPlatformsToBind(gen);
                gen.gameObject.SetActive(true);
            }

            foreach (Generator gen in deactivate)
            {
                //ShiftPlatformsToFloat(gen);
                gen.gameObject.SetActive(false);
            }
            activeEnv = Generator.EnvironmentID.Env1;
            return;
        }
    }