// =============================================================================================================
        /// <summary>
        /// It will look for anything that is near.
        /// </summary>
        private void LookForNearestEnemy()
        {
            var possibleHits = new Collider[20];
            var nearestDist  = 999f;
            var size         = Physics.OverlapSphereNonAlloc(shootingTower.position,
                                                             buildingMain.GetPropType.defenseRadiusDistance, possibleHits, layerToSearchFor);

            for (var i = 0; i < size; i++)
            {
                if (buildingMain.IsItAlly)
                {
                    if (possibleHits[i].CompareTag(GameTags.TeamBlue))
                    {
                        continue;
                    }
                }
                else
                {
                    if (possibleHits[i].CompareTag(GameTags.TeamRed))
                    {
                        continue;
                    }
                }
                var dist = Vector3.Distance(shootingTower.position, possibleHits[i].transform.position);
                if (nearestDist > dist)
                {
                    nearestDist = dist;
                    myTarget    = possibleHits[i].GetComponent <LiveObject>();
                }
            }
        }
        // =============================================================================================================
        /// <summary>
        /// It will look for anything allied building that is near, while walking towards the friendly flag to defend.
        /// </summary>
        private void LookForNearestFriendlyBuilding()
        {
            var possibleHits = new Collider[20];
            var nearestDist  = 999f;
            var size         = Physics.OverlapSphereNonAlloc(myTransform.position, checkForEnemyRadius,
                                                             possibleHits, layerToSearchForDef);

            for (var i = 0; i < size; i++)
            {
                if (IsAlly)
                {
                    if (possibleHits[i].CompareTag(GameTags.TeamRed))
                    {
                        continue;
                    }
                }
                else
                {
                    if (possibleHits[i].CompareTag(GameTags.TeamBlue))
                    {
                        continue;
                    }
                }
                var dist = Vector3.Distance(myTransform.position, possibleHits[i].transform.position);
                if (nearestDist > dist)
                {
                    nearestDist     = dist;
                    myNearestTarget = possibleHits[i].GetComponent <LiveObject>();
                    SetDestination(myNearestTarget.GetPosition);
                    isInCombat = false;
                }
            }
        }
        // =============================================================================================================
        /// <summary>
        /// Rotates to target and shoot when possible
        /// </summary>
        private void HandleTarget()
        {
            if (!buildingMain.IsEnabled)
            {
                return;
            }

            if (myTarget == null)
            {
                currentTimerToSearch -= Time.deltaTime;
                if (currentTimerToSearch <= 0)
                {
                    currentTimerToSearch = timerToSearchForTarget;
                    LookForNearestEnemy();
                }
                return;
            }
            //Check if target is still alive, I will do this so the target will have time to play death animation
            if (myTarget.GetMyHealth <= 0)
            {
                myTarget = null;
                return;
            }

            //Check if the target is still in the minimum distance
            var dist = Vector3.Distance(shootingTower.position, myTarget.transform.position);

            if (dist > buildingMain.GetPropType.defenseRadiusDistance)
            {
                myTarget = null;
                return;
            }

            //Make visual
            if (visualToRotate != null)
            {
                // visualToRotate.Rotate(0, Time.deltaTime * 10, 0);
                var dir = myTarget.transform.position - visualToRotate.position;
                dir.y = 0;
                var rot = Quaternion.LookRotation(dir);
                visualToRotate.rotation = Quaternion.Slerp(visualToRotate.rotation, rot, Time.deltaTime * 10);
            }

            //Rotate to target (THIS IS FOR AIM) - so pick an empty game object just as aim object
            var direction = myTarget.transform.position - shootingTower.position;
            // direction.y = 0;
            var rot2 = Quaternion.LookRotation(direction);

            shootingTower.rotation = Quaternion.Slerp(shootingTower.rotation, rot2, Time.deltaTime * 10);

            //Shoot
            currentTimerToShoot -= Time.deltaTime;
            if (currentTimerToShoot <= 0)
            {
                currentTimerToShoot = buildingMain.GetPropType.defenseAttackRate;
                VfxManager.Instance.CastProjectile(projectileToShoot, shootingTower.position, shootingTower.rotation,
                                                   buildingMain.IsItAlly, buildingMain.GetPropType.defenseDamage);
            }
        }
 // =============================================================================================================
 /// <summary>
 /// Attack enemy in case still exists and it is close.
 /// If it is in the same place for too long, make it move again.
 /// We don't call SetDestination from NavMesh in all frames, to not waste performance.
 /// </summary>
 private void HandleCombat()
 {
     if (!IsActivated)
     {
         return;
     }
     //Attack wait timer is always on even if you don't have a target
     atkWaitTimer -= Time.deltaTime;
     if (myNearestTarget != null && isInCombat)
     {
         if (myNearestTarget.GetMyHealth <= 0)
         {
             myNearestTarget = null;
             return;
         }
         targetDistance = Vector3.Distance(myTransform.position, myNearestTarget.GetPosition);
         if (targetDistance <= unitData.atkDistance || startedToShoot)
         {
             //Rotate to target
             var direction = myNearestTarget.GetPosition - myTransform.position;
             direction.y = 0;
             var rot = Quaternion.LookRotation(direction);
             myTransform.rotation = Quaternion.Slerp(myTransform.rotation, rot, Time.deltaTime * 10);
             //Make unit to force stop
             navMeshAgent.stoppingDistance = 999;
             //Start attacking
             if (atkWaitTimer <= 0)
             {
                 atkWaitTimer = unitData.atkSpeed;
                 myAnimator.SetTrigger(AnimAttack);
                 audioAtk.Play();
                 if (!isMelee)
                 {
                     startedToShoot = true;
                 }
             }
         }
         else
         {
             if (myCurrentVelocity < idleMinimumSpeed)
             {
                 standingTimer += Time.deltaTime;
                 if (standingTimer > 1)
                 {
                     standingTimer = 0;
                     SetDestination(myNearestTarget.GetPosition);
                 }
             }
         }
     }
 }
 // =============================================================================================================
 /// <summary>
 /// Called when the attack animation is suppose to cast something.
 /// </summary>
 public void AttackAnimationCast()
 {
     if (myNearestTarget != null)
     {
         //Check if target is still alive, I do this so the target will have time to play death animation
         if (myNearestTarget.GetMyHealth <= 0)
         {
             myNearestTarget = null;
             return;
         }
         VfxManager.Instance.CastProjectile(rangedVfxSpawnId, myTransform.position, myTransform.rotation,
                                            IsAlly, unitData.damage);
     }
 }
 // =============================================================================================================
 /// <summary>
 /// Called when the attack animation is suppose to hit something.
 /// </summary>
 public void AttackAnimationHit()
 {
     if (myNearestTarget != null)
     {
         //Check if target is still alive, I do this so the target will have time to play death animation
         if (myNearestTarget.GetMyHealth <= 0)
         {
             myNearestTarget = null;
             return;
         }
         VfxManager.Instance.CallVFx(1, weaponPosition.position, Quaternion.identity);
         myNearestTarget.TakeDamage(unitData.damage);
     }
 }
        // =============================================================================================================
        /// <summary>
        /// Change if this unit will attack or defend. Only works for player units.
        /// </summary>
        /// <param name="toggle"></param>
        private void OnAttackMode(bool toggle)
        {
            //This should work only for player units.
            if (!IsAlly)
            {
                return;
            }

            isAttacking = toggle;

            //Reset if we were attacking or pursuing something.
            myNearestTarget = null;
            SetDestination(isAttacking ? myAttackTarget.position : myDefendTarget.position);
        }