public void GetCrowd(int size) { currentCrowd.transform.gameObject.SetActive(true); currentCrowd.InitializeCrowd(size, levelProperties.crowdMinSpeed, levelProperties.crowdMaxSpeed); //currentCrowd = crowdPool.GiveCrowd(); currentCrowd.transform.SetParent(this.transform); currentCrowd.transform.position = Vector3.zero; ScrollBar.INSTANCE.StartProgressBar(); SetLocationForCrowd(); enemyPieces[0].obstacleParticle.SetActive(true); }