private void UpdateEntries(List <Unit> units)
 {
     Clear();
     for (int i = units.Count - 1; i >= 0; --i)
     {
         TurnOrderEntry entry = Dequeue();
         entry.Title = units[i].name;
         turnOrderEntries.Add(entry);
     }
 }
        private TurnOrderEntry Dequeue()
        {
            Poolable       p     = GameObjectPoolController.Dequeue(EntryPoolKey);
            TurnOrderEntry entry = p.GetComponent <TurnOrderEntry>();

            entry.transform.SetParent(panel.transform, false);
            entry.transform.localScale = Vector3.one;
            entry.gameObject.SetActive(true);
            entry.Reset();
            return(entry);
        }
        private void Enqueue(TurnOrderEntry entry)
        {
            Poolable p = entry.GetComponent <Poolable>();

            GameObjectPoolController.Enqueue(p);
        }