//private InteractiveObjectsMassive _bonus;
        //надо создавать бонусы и пихать их в ГПК

        public InteractiveInitialization(InteractiveFactory interactiveFactory, int dataCount, GamePoolContext gamePoolContext)
        {
            _interactiveFactory = interactiveFactory;
            _data = interactiveFactory.GiveInteractiveData();
            //работает.
            //Object.Destroy(_gamePoolContext.InteractiveModels[1].InteractiveStructe.Enemy);
            //_bonus = new InteractiveObjectsMassive();


            for (var i = 0; i < dataCount; i++)
            {
                //_gamePoolContext.InteractiveModels[i].InteractiveStructe.Enemy = _interactiveFactory.CreateInteractiveFromMass(i);
                _currentEnemy = _interactiveFactory.CreateInteractiveFromMass(i);
                var InteractiveStruct = _data._interactiveStructe;
                _currentEnemy.transform.position = InteractiveStruct[i]._position;
                _currentEnemy.AddComponent <InteractiveProvider>();
                _currentEnemy.GetComponent <InteractiveProvider>().health         = _data._interactiveStructe[i].Health;
                _currentEnemy.GetComponent <InteractiveProvider>().speed          = _data._interactiveStructe[i].Speed;
                _currentEnemy.GetComponent <InteractiveProvider>().type           = _data._interactiveStructe[i].Type;
                _currentEnemy.GetComponent <InteractiveProvider>().positionInList = i;
                InteractiveStruct[i].Enemy = _currentEnemy;
                _currentEnemy.GetComponent <InteractiveProvider>().GetGamePoolContext(gamePoolContext);
                _currentEnemy.AddComponent <RadarObj>();
                _currentEnemy.GetComponent <RadarObj>().enabled = false;
                _currentEnemy.GetComponent <RadarObj>().enabled = true;
                var interactiveCurrentModel = new InteractiveModel(InteractiveStruct[i]);
                gamePoolContext.AddInteractiveModelList(interactiveCurrentModel);

                //_bonus.AddUnit(_interactiveFactory.CreateInteractiveFromMass(i));
            }
        }
        private void Start()
        {
            _gamePoolContext = new GamePoolContext();
            Camera camera = Camera.main;
            var    inputInitialization       = new InputInitialization();
            var    playerFactory             = new PlayerFactory(_data.Player);
            var    playerInitialization      = new PlayerInitialization(playerFactory, _gamePoolContext);
            var    interactiveFactory        = new InteractiveFactory(_data.Bonus, _BonusAndTrapsPositions, _gamePoolContext);
            var    interactiveInitialization = new InteractiveInitialization(interactiveFactory, _data.Bonus.GetCountOfMembers(), _gamePoolContext);

            _controllers = new Controllers();
            _controllers.Add(playerInitialization);
            _controllers.Add(inputInitialization);
            _controllers.Add(interactiveInitialization);
            _controllers.Add(new InputController(inputInitialization.GetInput(), _data.Player));
            _controllers.Add(new MoveController(inputInitialization.GetInput(), playerInitialization.GetPlayersRigidbody(), _gamePoolContext));
            _controllers.Add(new PlayerLifeController(_gamePoolContext));
            _controllers.Add(new CameraController(playerInitialization.GetPlayerTransform(), camera.transform));
            _controllers.Initialization();
        }