private void ShowCommonEditorTab()
        {
            _messageStepEditor.gameObject.SetActive(true);
            _triggerStepEditor.gameObject.SetActive(false);

            _currentEditor = _messageStepEditor;
            _currentEditor.Init(_currentQuestData);
        }
        private void OnSelectQuest(string Id)
        {
            _currentQuestId = Id;

            //save story
            if (saveStory)
            {
                //если текущий шаг не последний - удаляем те, что после него
                if (_currentStoryIndex < _selectedQuestStory.Count - 1)
                {
                    _selectedQuestStory.RemoveRange(_currentStoryIndex, _selectedQuestStory.Count - _currentStoryIndex);
                }
                _selectedQuestStory.Add(_currentQuestId);
                _currentStoryIndex++;
                Debug.Log("Add Id : " + _currentQuestId);
            }
            saveStory = true;
            ///

            _currentQuestData = Data.Repository.Steps[Id];


            if (_currentQuestData == null)
            {
                _messageStepEditor.gameObject.SetActive(false);
                _triggerStepEditor.gameObject.SetActive(false);
                _currentEditor = null;
                return;
            }

            switch (_currentQuestData.stepType)
            {
            case QuestStepType.MESSAGE:  ShowCommonEditorTab(); break;

            case QuestStepType.TRIGGER:  ShowTriggetEditorTab(); break;
            }
        }