private void SetEmployeesButton()
        {
            foreach (var buildingWorker in building.BuildingData.AvailableWorker)
            {
                if (buildingWorker != null)
                {
                    if (!uiData.Contains(buildingWorker.WorkerType.ToString()))
                    {
                        var btn = proceduralUiElements.CreateButton(
                            uiData.employeeLayout.rectTransform,
                            buildingWorker.WorkerType.ToString());

                        SetEventListener(btn, buildingWorker.WorkerType);

                        var(employedPlaces, countEmployedPlaces) = building.BuildingData.GetCountOfEmployed(buildingWorker.WorkerType);

                        var countLabel = proceduralUiElements.GenerateCountOfEmployedWorker(
                            uiData.countLayout.rectTransform,
                            (employedPlaces, countEmployedPlaces)
                            );

                        if (employedPlaces > 0)
                        {
                            var signsoBtn = proceduralUiElements.CreateButton(
                                parent: uiData.quitLayout.rectTransform,
                                "Quit"
                                );
                            SetEventListener(signsoBtn, buildingWorker.Worker, buildingWorker.WorkerType);
                            //--------------
                            uiData.AddEmployeesQuitButton(signsoBtn, signsoBtn.gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>());
                        }
                        //----------
                        uiData.AddEmployeesApplyButton(btn, btn.gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>());
                        uiData.AddEmployeesCountButton(btn, countLabel);
                    }
                }
            }
        }