void SpawnSheeps(bool isWhite, int sheepIndex, int laneIndex)
 {
     if (isWhite)
     {
         Sheep sheep = Instantiate <Sheep>(whiteSheeps[sheepIndex], wSpawnPositions[laneIndex].position, Quaternion.identity, wSpawnPositions[laneIndex]);
         sheep.BeSpawned(laneIndex);
         gameUI.SendTurn(sheepIndex, laneIndex);
     }
     else
     {
         Sheep sheep = Instantiate <Sheep>(blackSheeps[sheepIndex], bSpawnPositions[laneIndex].position, Quaternion.identity, bSpawnPositions[laneIndex]);
         sheep.BeSpawned(laneIndex);
     }
 }
    public IEnumerator PrepareSheep(int sheepIndex, int laneIndex)
    {
        if (currentSheep == null)
        {
            currentSheep           = Instantiate <Sheep>(whiteSheeps[sheepIndex], wSpawnPositions[laneIndex].position, Quaternion.identity, wSpawnPositions[laneIndex]);
            currentSheep.laneIndex = laneIndex;
            yield return(new WaitForSeconds(coolDown));

            currentSheep.BeSpawned(currentSheep.laneIndex);
            gameUI.SendTurn(sheepIndex, currentSheep.laneIndex);
            NextTurn();
        }
        else
        {
            currentSheep.transform.position = wSpawnPositions[laneIndex].position;
            currentSheep.laneIndex          = laneIndex;
        }
    }