}//OldCar

    public void CreateOldCar()
    {
        if (creator_sc.vehicle_delete.Count <= 0)
        {
            return;
        }
        if (creator_sc.vehicle_delete[0].GetComponent <Vehicle>().death)
        {
            creator_sc.vehicle_delete[0].GetComponent <Vehicle>().destroy = false;
            creator_sc.vehicle_delete.RemoveAt(0);
            return;
        }//death

        RaycastHit hit;
        Transform  _vehicle            = creator_sc.vehicle_delete[0];
        Vector3    _position           = transform.position;
        VehicleBot temp_script         = _vehicle.GetComponent <VehicleBot>();
        Vehicle    temp_script_vehicle = _vehicle.GetComponent <Vehicle>();
        Transform  temp_old_man        = temp_script_vehicle.place[0].man;

        if (temp_script_vehicle.boat != point.boat)
        {
            return;
        }

        if (Physics.Raycast(transform.position, new Vector3(0, -1, 0), out hit, 100))
        {
            _position.y = hit.point.y + 1;
        }
        _vehicle.position    = _position;
        _vehicle.eulerAngles = transform.eulerAngles;
        _vehicle.GetComponent <Rigidbody>().velocity = Vector3.zero;
        //if (_vehicle.GetComponent<MotobikeJs>()) _vehicle.GetComponent<MotobikeJs>().crash = false;//temp
        if (!point.stop)
        {
            int random_racer = Random.Range(0, 30);

            if (random_racer == 0 && !temp_script_vehicle.police)
            {
                temp_script.racer = true;
            }
            else
            {
                temp_script.racer = false;
            }

            if (!temp_script_vehicle.police)
            {
                temp_script_vehicle.limit_speed = (int)Random.Range(area.limit_speed * 0.8f, (float)(area.limit_speed * 1.2f));
            }
            if (!temp_script.enabled)
            {
                temp_script.enabled = true;
            }
            if (!temp_script_vehicle.engine_work)
            {
                temp_script_vehicle.EngineWork();
            }
            temp_script.GetPointStart(point);
            if (temp_old_man && temp_old_man.GetComponent <Man>().death)
            {
                temp_script_vehicle.place[0].use = false;
                game_sc.man.Remove(temp_old_man);
                Destroy(temp_old_man.gameObject);
            }//temp_old_man
            if (!temp_old_man)
            {
                if (temp_script_vehicle.police)
                {
                    _vehicle.GetComponent <CarCop>().SeeEnemyFalse();
                    man = info_sc.man[4];
                }
                else
                {
                    man = info_sc.man[0];
                }
                Transform temp_man = Instantiate(info_sc.man_ob[man.man[Random.Range(0, man.man.Count)]]);
                temp_man.position = new Vector3(transform.position.x, -10000, transform.position.z);
                temp_man.GetComponent <Man>().SitVehicle(_vehicle, temp_script_vehicle.place[0], false);
            } //man
        }     //stop
        else
        {
            if (temp_script_vehicle.sirena)
            {
                temp_script_vehicle.sirena.gameObject.SetActive(false);
            }
            temp_script_vehicle.EngineStop();
            if (_vehicle.GetComponent <CarCop>())
            {
                _vehicle.GetComponent <CarCop>().enabled = false;
            }
            if (temp_script.enabled)
            {
                temp_script.enabled = false;
            }
            if (temp_old_man)
            {
                temp_script_vehicle.place[0].use = false;
                game_sc.man.Remove(temp_old_man);
                Destroy(temp_old_man.gameObject);
            } //man
        }     //else
        temp_script_vehicle.destroy = false;
        creator_sc.vehicle_delete.RemoveAt(0);
        creator_sc.vehicle.Remove(transform);
        Destroy(gameObject);
    }//Create
    }    //Update

    public void CreateVehicle()
    {
        Vector3 temp_camera_pos = Camera.main.transform.position;
        Vector3 temp_point_pos;
        float   temp_distance;

        for (var i = 0; i < vehicle_area.Count; i++)
        {
            if (Functions.HitArea(temp_camera_pos, vehicle_area[i]._position, vehicle_area[i].width + distance, vehicle_area[i].height + distance))
            {
                int temp_procent = 1;
                if (create_car)
                {//game_sc.vehicle.Count<vehicle_max&&
                    for (int j = 0; j < vehicle_area[i].point.Count; j++)
                    {
                        if (Random.Range(0, 100) < vehicle_area[i].procent / temp_procent)
                        {
                            temp_point_pos = vehicle_area[i].point[j]._position;
                            temp_distance  = Vector3.Distance(temp_point_pos, temp_camera_pos);
                            if (temp_distance > distance_min_temp && temp_distance < distance)
                            {
                                ClassPointCar temp_near_point = new ClassPointCar();
                                Quaternion    temp_rotation;

                                if (!vehicle_area[i].point[j].stop)
                                {
                                    temp_near_point = GetComponent <Patches>().point_car[vehicle_area[i].point[j].near_point[0]];
                                    temp_rotation   = Quaternion.LookRotation(temp_near_point._position - temp_point_pos);
                                }
                                else
                                {
                                    temp_rotation = Quaternion.Euler(vehicle_area[i].point[j]._rotation); temp_near_point = vehicle_area[i].point[j];
                                }

                                Transform       temp_collider = Instantiate(_collider, temp_point_pos + new Vector3(0, 2, 0), temp_rotation) as Transform;
                                int             random_man    = vehicle_area[i].man_procent[Random.Range(0, vehicle_area[i].man_procent.Count)];
                                ClassMan        temp_man_type = info_sc.man[vehicle_area[i].man[random_man]];
                                ColliderCreator temp_script   = temp_collider.GetComponent <ColliderCreator>();
                                temp_script.point      = temp_near_point;
                                temp_script.area       = vehicle_area[i];
                                temp_script.man        = temp_man_type;
                                temp_script.info_sc    = info_sc;
                                temp_script.game_sc    = game_sc;
                                temp_script.creator_sc = this;
                                vehicle.Add(temp_collider);
                            } //HitAreaOut
                        }     //procent
                    }         //for
                }             //vehicle_max
                 //MAN

                if (create_man)
                {//man_count<man_max&&
                    for (var j1 = 0; j1 < vehicle_area[i].point_man.Count; j1++)
                    {
                        ClassPointMan temp_point = vehicle_area[i].point_man[j1];
                        temp_procent = 1;
                        if (Random.Range(0, 100) < vehicle_area[i].procent / temp_procent)
                        {
                            int      random_man1    = vehicle_area[i].man_procent[Random.Range(0, vehicle_area[i].man_procent.Count)];
                            ClassMan temp_man_type1 = info_sc.man[vehicle_area[i].man[random_man1]];
                            temp_point_pos = temp_point._position;
                            temp_distance  = Vector3.Distance(temp_point_pos, temp_camera_pos);
                            if (temp_distance > distance_min_temp && temp_distance < distance)
                            {
                                /*
                                 * var temp_man : Transform=Instantiate(info_sc.man_ob[temp_man_type1.man[Random.Range(0,temp_man_type1.man.Count)]]);
                                 * temp_man.position=temp_point_pos+Vector3(Random.Range(-temp_point.distance,temp_point.distance),0,Random.Range(-temp_point.distance,temp_point.distance));
                                 * temp_man.GetComponent(sc_bot).GetThisPoint(temp_point,false);*/
                                Transform  temp_create_man = Instantiate(create_man_ob);
                                ManCreator temp_script1    = temp_create_man.GetComponent <ManCreator>();
                                temp_create_man.position = temp_point_pos + game_sc.Vector(Random.Range(-temp_point.distance, temp_point.distance), 0, Random.Range(-temp_point.distance, temp_point.distance));
                                //temp_script1.man=info_sc.man_ob[temp_man_type1.man[Random.Range(0,temp_man_type1.man.Count)]];
                                temp_script1.man        = temp_man_type1;
                                temp_script1.point      = temp_point;
                                temp_script1.info_sc    = info_sc;
                                temp_script1.game_sc    = game_sc;
                                temp_script1.game_ob    = transform;
                                temp_script1.creator_sc = this;
                                man.Add(temp_create_man);
                            } //distance
                        }     //procent
                    }         //for
                }             //man_max
            }                 //HitArea
        }                     //for

        //Functions.HitAreaOut(temp_point_pos,temp_camera_pos,distance_min,distance_min)&&Functions.HitArea(temp_point_pos,temp_camera_pos,distance,distance)
        //if(distance_min_temp!=distance_min){distance_min_temp=distance_min;}
        Invoke("CreateVehicle", cteate_timer);
    }//CreateVehicle