private void subtractionWithTiles()
    {
        for (int i = 0; i < destroyTile.Length; i++)
        {
            GameObject tileObj = destroyTile[i];

            Destroy(tileObj);
        }


        opConcluded = true;

        while (tiles.First != null)
        {
            LinkedListNode <GameObject> tileNode = tiles.First;

            GameObject tileObj = tileNode.Value;

            BoxCollider2D boxTile = tileObj.GetComponent <BoxCollider2D>();

            boxTile.isTrigger = false;

            Destroy(tileObj);

            tiles.RemoveFirst();
        }


        if (resultTileSubtration != null)
        {
            BoxCollider2D boxRef        = tilesBeforeAfter.First.Value.GetComponent <BoxCollider2D>();
            BoxCollider2D boxTileResult = resultTileSubtration.GetComponent <BoxCollider2D>();

            GameObject block1 = tilesBeforeAfter.First.Value;     //Deve ser colocado um block1 embaixo do lugar que a parede estar para o resultado ir

            Vector3 tileRef = new Vector3(block1.transform.position.x, block1.transform.position.y + (1.63f * resultado), -0.73f);

            if (numResul != null)
            {
                Destroy(numResul);
            }



            float positionx = tileRef.x;
            float positiony = tileRef.y - 0.4f;

            TilesController resultController = resultTileSubtration.GetComponent <TilesController>();
            resultController.setLocationX(positionx);
            resultController.setLocaltionY(positiony);
            resultController.isNotBlocking();
            resultController.move();
        }
    }
    private void sumWithTiles()
    {
        opConcluded = true;


        Vector3 tileRef = new Vector3(tilesBeforeAfter.First.Value.GetComponent <BoxCollider2D>().bounds.max.x, tilesBeforeAfter.First.Value.GetComponent <BoxCollider2D>().bounds.max.y, -0.73f);

        Destroy(numResul);

        while (tiles.First != null)
        {
            LinkedListNode <GameObject> tileNode = tiles.First;

            GameObject tileObj = tileNode.Value;

            BoxCollider2D boxTile = tileObj.GetComponent <BoxCollider2D>();

            boxTile.isTrigger = false;



            TilesController tileController = tileObj.GetComponent <TilesController>();

            float positionx = tileRef.x + boxTile.bounds.extents.x;
            float positiony = tileRef.y - boxTile.bounds.extents.y;



            tileController.setLocationX(positionx - defasagem(tileObj.tag));
            tileController.setLocaltionY(positiony);

            tileController.move();

            tileRef = new Vector3(positionx + boxTile.bounds.extents.x, positiony + boxTile.bounds.extents.y, -0.73f);
            tiles.RemoveFirst();
        }
    }