public void OnPointerUp_RotateRight()
    {
        WorldState.RightBorderState = WorldState.BorderState.Neutral;
        BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();

        buildLevel.ShowBorders();
        rotate_right = false;
    }
    public void OnPointerUp_LeftArrow()
    {
        WorldState.LeftBorderState = WorldState.BorderState.Neutral;
        BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();

        buildLevel.ShowBorders();
        going_left = false;
    }
 public void OnPointerDown_RotateRight()
 {
     if (WorldState.RightBorderState != WorldState.BorderState.Rotation)
     {
         WorldState.RightBorderState = WorldState.BorderState.Rotation;
         BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();
         buildLevel.ShowBorders();
     }
     if (WorldState.gameState == WorldState.GameState.Game)
     {
         rotate_right = true;
     }
 }
 public void OnPointerDown_RightArrow()
 {
     if (WorldState.RightBorderState != WorldState.BorderState.Movement)
     {
         WorldState.RightBorderState = WorldState.BorderState.Movement;
         BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();
         buildLevel.ShowBorders();
     }
     if (WorldState.gameState == WorldState.GameState.Game)
     {
         going_right = true;
     }
 }