void Update()
    {
        if (_hasCreatingUnit)
        {
            _timeBeforeSpawn -= Time.deltaTime;
            if (_timeBeforeSpawn <= 0)
            {
                Quaternion unitRotation = new Quaternion();
                unitRotation.eulerAngles = _spawnRotation;
                unitRotation             = transform.rotation * unitRotation;

                UnitAI newUnit = GameObjectManager.CreateObject(_currentTaskData.Prefab, PositionChecker.FindNearestFreePosition(transform.TransformPoint(_spawnPoint)), unitRotation).GetComponent <UnitAI>();
                GameObjectManager.AddToPlayerObjectsList(OwnerPlayer, newUnit.transform);

                ////отправка юнита в пункт сбора
                //var message = new TaskDataMessage {
                //    TaskData = new FollowToPoint_Task.FollowToPoint_TaskData(AssemblyPoint ),
                //    NewQueue = true
                //};
                //newUnit.AddTask(message);

                DequeueUnitData();
            }
        }
    }
    public void Place()
    {
        if (!_placingMode)
        {
            Debug.LogError("placing mode not enabled");
        }

        if (_materialChanger != null)
        {
            _materialChanger.RevertMaterials();
            //Destroy(_materialChanger);
        }

        //удаляем Rigidbody, если он бы добавлен ранее в StartPlacing()
        if (!_hasDefaultRigidbody)
        {
            var objectRigidbody = PlaceableObjectGrid.GetComponent <Rigidbody>();
            Destroy(objectRigidbody);
        }

        PlaceableObjectGrid.collider.isTrigger = false;//включаем влияение объекта на физику в игре

        var objectAI = PlaceableObjectGrid.GetComponent <BaseObjectAI>();

        if (objectAI != null)
        {
            objectAI.enabled = true;
        }


        GameObjectManager.AddToPlayerObjectsList(_player, PlaceableObjectGrid.transform);
        _player.Money -= PlaceableObjectPrice;                  //вычесть стоимость объекта из денег игрока

        PlaceableObjectGrid.DoUpdateGraphs(GridTags.Buildings); //обновление сетки
        PlaceableObjectGrid.IsGhost = false;

        RuntimeBatching.DoStaticBatching(PlaceableObjectGrid.transform);


        PlaceableObjectGrid  = null;
        PlaceableObjectPrice = 0;
        _player.CursorState  = CursorStates.Default;
        _placingMode         = false;
    }