public static void SpawnNewCandy(GridManager.CellContents candyType, Vector2Int gridPosition)
    {
        if (candyType == GridManager.CellContents.empty || candyType == GridManager.CellContents.hole)
        {
            Debug.LogError("GridDisplayer.cs : Couldn't spawn new candy because given CellContents value is not a candy.");
            return;
        }

        GameObject newCandy = null;

        switch (candyType)
        {
        case GridManager.CellContents.candy_blue:
            newCandy = S.blueCandyPool.TakeFromPool(true, S.gridElementContainer);
            break;

        case GridManager.CellContents.candy_red:
            newCandy = S.redCandyPool.TakeFromPool(true, S.gridElementContainer);
            break;

        case GridManager.CellContents.candy_green:
            newCandy = S.greenCandyPool.TakeFromPool(true, S.gridElementContainer);
            break;

        case GridManager.CellContents.candy_orange:
            newCandy = S.orangeCandyPool.TakeFromPool(true, S.gridElementContainer);
            break;

        case GridManager.CellContents.candy_yellow:
            newCandy = S.yellowCandyPool.TakeFromPool(true, S.gridElementContainer);
            break;
        }


        newCandy.transform.position   = GridToWorld(gridPosition);
        newCandy.transform.rotation   = Quaternion.identity;
        newCandy.transform.localScale = new Vector3(S.cellSize * S.candySize, S.cellSize * S.candySize, S.cellSize * S.candySize);

        GridElement_Candy gridElementComponent = newCandy.GetComponent <GridElement_Candy>();

        // wire the GridElement methods to the GridCell delegates
        gridElementComponent.RegisterMethodsOnCell(gridPosition);

        gridElementComponent.x = gridPosition.x;
        gridElementComponent.y = gridPosition.y;
    }
    /// <summary>
    /// This static function returns a GridElement_Candy to its pool according to its color variable.
    /// </summary>
    /// <param name="candy"></param>
    public static void ReturnCandyToPool(GridElement_Candy candy)
    {
        CandyPool pool = null;

        switch (candy.color)
        {
        case GridElement_Candy.CandyColor.red:
            pool = S.redCandyPool;
            break;

        case GridElement_Candy.CandyColor.blue:
            pool = S.blueCandyPool;
            break;

        case GridElement_Candy.CandyColor.green:
            pool = S.greenCandyPool;
            break;

        case GridElement_Candy.CandyColor.yellow:
            pool = S.yellowCandyPool;
            break;

        case GridElement_Candy.CandyColor.orange:
            pool = S.orangeCandyPool;
            break;

        default:
            Debug.LogError("GridDisplayer.cs : The candy you are trying to return to its pool has an unrecognized color.", candy.gameObject);
            break;
        }

        if (pool != null)
        {
            pool.ReturnToPool(candy.gameObject);
        }
    }
 public static void NotifyTweenEnd(GridElement_Candy candy)
 {
     S.tweeningCandies.Remove(candy);
 }
 public static void NotifyTweenStart(GridElement_Candy candy)
 {
     S.tweeningCandies.Add(candy);
 }
    void GridDisplayInit()
    {
        numberOfPooledCandies = Mathf.RoundToInt((GridManager.GRID_HEIGHT * GridManager.GRID_WIDTH) * totalCellsToPoolCandiesRatio);

        InitializeCandyPools(numberOfPooledCandies);


        float hCellSize = (gridBackgroundSprite.size.x - (horizontalMargin * 2)) / GridManager.GRID_WIDTH;
        float vCellSize = (gridBackgroundSprite.size.y - (verticalMargin * 2)) / GridManager.GRID_HEIGHT;

        cellSize = Mathf.Min(hCellSize, vCellSize);

        GameObject current = null;

        for (int i = 0; i < GridManager.GRID_WIDTH; ++i)
        {
            for (int j = 0; j < GridManager.GRID_HEIGHT; ++j)
            {
                current = null;

                if (GridManager.GRID[i, j].cellContent != GridManager.CellContents.hole)
                {
                    // instantiate cells and set their sizes
                    // maybe use a pool for cell backgrounds ? (no need probably)
                    GameObject cell = Instantiate(gridCellBackgroundPrefab, GridToWorld(i, j), Quaternion.identity, cellContainer);
                    cell.GetComponent <SpriteRenderer>().size = new Vector2(cellSize, cellSize);
                }


                switch (GridManager.GRID[i, j].cellContent)
                {
                case GridManager.CellContents.hole:
                    break;

                case GridManager.CellContents.empty:
                    break;


                case GridManager.CellContents.candy_blue:
                    current = blueCandyPool.TakeFromPool(true, gridElementContainer);
                    break;

                case GridManager.CellContents.candy_red:
                    current = redCandyPool.TakeFromPool(true, gridElementContainer);
                    break;

                case GridManager.CellContents.candy_green:
                    current = greenCandyPool.TakeFromPool(true, gridElementContainer);
                    break;

                case GridManager.CellContents.candy_orange:
                    current = orangeCandyPool.TakeFromPool(true, gridElementContainer);
                    break;

                case GridManager.CellContents.candy_yellow:
                    current = yellowCandyPool.TakeFromPool(true, gridElementContainer);
                    break;
                }

                if (current != null)
                {
                    current.transform.position = GridToWorld(i, j);
                    current.transform.rotation = Quaternion.identity;

                    current.transform.localScale = new Vector3(cellSize * candySize, cellSize * candySize, cellSize * candySize);

                    GridElement_Candy gridElementComponent = current.GetComponent <GridElement_Candy>();

                    // wire the GridElement methods to the GridCell delegates
                    gridElementComponent.RegisterMethodsOnCell(i, j);

                    gridElementComponent.x = i;
                    gridElementComponent.y = j;
                }
            }
        }
    }