/// <summary>
        /// Instantiates a new PoolObject and adds it to the correct list.
        /// </summary>
        /// <param name="poolObjectToSpawn">Object to instnatiate.</param>
        /// <param name="poolListToAdd">List to add.</param>
        private void InstantiateNewPoolObject(PoolObjects poolObjectToSpawn, List <PoolObjects> poolListToAdd, Transform parentHolder)
        {
            //New poolObject
            PoolObjects newPoolObject = (PoolObjects)Instantiate(poolObjectToSpawn, parentHolder, false);

            //First, we set it to be disabled
            newPoolObject.DisablePoolObject();
            //newPoolObject.transform.SetParent(parentHolder);
            //Add to the pool list
            poolListToAdd.Add(newPoolObject);
        }
        /// <summary>
        /// Instantiates a new PoolObject and adds it to the correct list.
        /// </summary>
        /// <param name="poolObjectToSpawn">Object to instnatiate.</param>
        /// <param name="poolListToAdd">List to add.</param>
        private void InstantiateNewPoolObject(PoolObjects poolObjectToSpawn, List <PoolObjects> poolListToAdd)
        {
            //New poolObject
            PoolObjects newPoolObject = (PoolObjects)Instantiate(poolObjectToSpawn, Vector3.zero, Quaternion.identity);

            //First, we set it to be disabled
            newPoolObject.DisablePoolObject();
            newPoolObject.transform.parent = parentGameObject.transform;
            //Add to the pool list
            poolListToAdd.Add(newPoolObject);
        }
 /// <summary>
 /// Disables pool object selected.
 /// </summary>
 /// <param name="poolObject">The pool object to disable</param>
 public void DisablePoolObjectItem(PoolObjects poolObject)
 {
     poolObject.DisablePoolObject();
 }