public static Laser addLaser(Laser laser)
 {
     availableLasers.Enqueue(laser);
     return laser;
 }
        public static Laser spawnLaser(long seed, Vector3 position, Quaternion rotation, SceneObject parent)
        {
            Laser rLaser = null;
            if (availableLasers.Count == 0)
            {
                rLaser = new Laser(seed, position, rotation);
                rLaser.respawn(seed, position, rotation, parent);
            }
            else
            {
                rLaser = availableLasers.Dequeue();
                rLaser.respawn(seed, position, rotation, parent);
            }

            return ((Laser)Space394Game.GameInstance.CurrentScene.addSceneObject(rLaser));
        }