private void SelectUnitOrProvince()
    {
        var collider = getRayCastMeshNumber();

        if (collider != null)
        {
            int provinceNumber = Province.FindByCollider(collider);
            if (provinceNumber > 0)
            {
                MainCamera.selectProvince(provinceNumber);
                if (!Input.GetKey(AdditionKey)) // don't de select units if shift is pressed
                {
                    Game.selectedArmies.ToList().PerformAction(x => x.DeSelect());
                }
            }
            else
            {
                var unit = collider.transform.GetComponent <Unit>();
                if (unit != null)
                {
                    var army = unit.Province.AllStandingArmies().Where(x => x.getOwner() == Game.Player).Next(ref nextArmyToSelect);
                    if (army != null)
                    {
                        if (Input.GetKey(AdditionKey))
                        {
                            if (Game.selectedArmies.Contains(army))
                            {
                                army.DeSelect();
                            }
                            else
                            {
                                army.Select();
                            }
                        }
                        else
                        {
                            if (Game.selectedArmies.Count > 0)
                            {
                                Game.selectedArmies.ToList().PerformAction(x => x.DeSelect());
                            }
                            army.Select();
                        }
                    }
                }
            }
        }
        else
        {
            MainCamera.selectProvince(-1);
            if (!Input.GetKey(AdditionKey))
            {
                Game.selectedArmies.ToList().PerformAction(x => x.DeSelect());
            }
        }
    }
    private void SendUnitTo()
    {
        var collider = getRayCastMeshNumber();

        if (collider != null)
        {
            Province sendToPovince = null;
            int      meshNumber    = Province.FindByCollider(collider);
            if (meshNumber > 0) // send armies to another province
            {
                sendToPovince = World.FindProvince(meshNumber);
            }
            else // better do here sort of collider layer, hitting provinces only
            {
                var unit = collider.transform.GetComponent <Unit>();
                if (unit != null)
                {
                    sendToPovince = unit.Province;
                }
            }
            var addPath = Input.GetKey(AdditionKey);

            foreach (var item in Game.selectedArmies)
            {
                if (addPath)
                {
                    item.AddToPath(sendToPovince);
                }
                else
                {
                    item.SetPathTo(sendToPovince);
                }
                Game.provincesToRedrawArmies.Add(item.Province);
            }
            //Unit.RedrawAll();
        }
    }