public void FillList(int[] layerSchemat)
    {
        int n = 0;

        hiddenLayers.Clear();
        for (int i = 1; i < layerSchemat.Length - 1; i++)
        {
            LayerInfoPanel temp = Instantiate(PreFab, panel);
            temp.Information.text = "Layer " + i + ":";
            temp.InField.text     = layerSchemat[i].ToString();
            temp.Controler        = this;
            hiddenLayers.Add(temp);
            n++;
        }
        SaveNumberOfNeurons();
        NumberOfLayers.text = n.ToString();
    }
    public void ChangeLayerNumber()
    {
        int n;

        int.TryParse(NumberOfLayers.text, out n);
        if (n <= 0)
        {
            n = 0;
        }
        if (n >= 10)
        {
            n = 10;
        }

        if (n > hiddenLayers.Count)
        {
            for (int i = hiddenLayers.Count; i < n; i++)
            {
                LayerInfoPanel temp = Instantiate(PreFab, panel);
                temp.Information.text = "Layer " + (i + 1) + ":";
                temp.InField.text     = (i + 1).ToString();
                temp.Controler        = this;
                hiddenLayers.Add(temp);
            }
        }
        else if (n < hiddenLayers.Count)
        {
            int j = hiddenLayers.Count - n;
            for (int i = 0; i < j; i++)
            {
                Destroy(hiddenLayers[hiddenLayers.Count - 1].gameObject);
                hiddenLayers.Remove(hiddenLayers[hiddenLayers.Count - 1]);
            }
        }
        SaveNumberOfNeurons();
    }