public void BackToPool() { for (int i = 0; i < TilesOnScene.Count; i++) { if (!TilesOnScene[i].UseTile) { return; } TilesOnScene[i].UseTile = !TilesOnScene[i].UseTile; TilesOnScene[i].CoinOnTile.SetActive(false); _tilePool.Back(TilesOnScene[i]); TilesOnScene.RemoveAt(i); } }