private void Awake()
    {
        activeObjects.Clear();

        pooling = gameObject.GetComponentInParent <EnemyPooling>();

        currentSpawnpoint.y = transform.position.y;
        spawnState          = SPAWNSTATE.WAITING;
    }
    //Spawns an enemy on the given spawnpoint, removes spawned enemie from the pool
    //adds enemy to a list of active objects.
    private void SpawnEnemy(Vector3 _spawnPoint)
    {
        spawnState = SPAWNSTATE.SPAWNING;
        GameObject spawnedObject = pooling.poolsDictionairy[poolType][0];

        spawnedObject.transform.position = _spawnPoint;
        spawnedObject.SetActive(true);
        activeObjects.Add(spawnedObject);
        pooling.poolsDictionairy[poolType].Remove(spawnedObject);
        spawnState = SPAWNSTATE.WAITING;
    }