﻿using Impact.Utility.ObjectPool;
using UnityEngine;

namespace Impact.Integration.Wwise
{
    public class WwiseEmitterPooledObject : PooledObject
    {
        private bool isAvailable = true;

        public override void MakeAvailable()
        {
            isAvailable = true;
        }

        public override void Retrieve(int priority)
        {
            base.Retrieve(priority);
            isAvailable = false;
        }

        public override bool IsAvailable()
        {
            return isAvailable;
        }
    }
}
