void SelectOn()
 {
     if (!selectButtonIsPressed)
     {
         selectButtonIsPressed = true;
         StartCoroutine(selectHeld(++selectPressNumber));
         NoteLight selected = lights[position];
         selected.toggleInputLight();
     }
 }
    //EDITOR


    //This method is only used to build the lights in the editor.
    public void BuildLights()
    {
        string[] noteNames = new string[] { "A", "*", "B", "C", "*", "D", "*", "E", "F", "*", "G", "*" };
        for (int i = 0; i < 12; i++)
        {
            if (lights[i] != null)
            {
                DestroyImmediate(lights[i].gameObject);
            }
            Transform o = (Transform)Instantiate(lightPrefab, LightsSource.position, Quaternion.AngleAxis((360 * i / 12.0f), new Vector3(0, 1, 0)));
            o.Translate(new Vector3(0.00f, 0.0f, 0.12f));//For vertical alignment. This is eaiser (but not better) than modifiying the prefab.
            o.SetParent(WheelButton.GetComponent <Transform>());
            NoteLight NL = o.GetComponent <NoteLight>();
            lights[i] = NL;
            NL.setText(noteNames[i]);
            NL.name  = "Note Light:" + Quality.notes[i];
            NL.note  = (Note)i;
            NL.audio = GetComponent <KMAudio>();
        }
    }