private IEnumerator _StartTraining()
    {
        ItemsCollection.ItemData itemData = Items.GetItem(_currentTrainingTroop);
        float buildTime = itemData.configuration.buildTime;

        trainingStartTime = Time.realtimeSinceStartup;
        yield return(new WaitForSeconds(buildTime));

        Vector3        randomFrontCell = _baseItem.GetRandomFrontCellPosition();
        BaseItemScript newUnit         = SceneManager.instance.AddItem(_currentTrainingTroop, -1, (int)randomFrontCell.x, (int)randomFrontCell.y, true, true);
        BaseItemScript nearestArmyCamp = SceneManager.instance.GetNearestArmyCamp(newUnit.GetPosition());

        if (nearestArmyCamp != null)
        {
            newUnit.WalkRandom(nearestArmyCamp);
        }

        _currentTrainingTroop = -1;
        trainingQueue.RemoveAt(0);

        if (trainingQueue.Count > 0)
        {
            _Train(trainingQueue[0]);
        }

        if (TrainTroopsWindowScript.instance != null)
        {
            TrainTroopsWindowScript.instance.RenderTrainingQueue();
        }
    }
    //private int _barrackID = 8833;
    //private int _elixirCollectorID = 4856;
    //private int _elixirStorageID = 2090;
    //private int _goldMineID = 3265;
    //private int _goldStorageID = 9074;
    //private int _towerID = 4764;
    //private int _townCenterID = 2496;
    //private int _windMillID = 6677;
    //private int _armyCampID = 2728;

    //private BaseItemScript _townCenterInstance;
    //private BaseItemScript _builderHutInstance;
    //private BaseItemScript _builderInstance;
    //private BaseItemScript _towerInstance;
    //private BaseItemScript _armyCampForSwordManInstance;
    //private BaseItemScript _armyCampForArcherInstance;

    //public BaseItemScript testCharacter;
    //private BaseItemScript[] _swordManInstances;
    //private BaseItemScript[] _archerInstances;

    public void LoadUserScene()
    {
        this.ClearScene();
        SceneData sceneData = DataBaseManager.instance.GetScene();

        foreach (ItemData itemData in sceneData.items)
        {
            this.AddItem(itemData.itemId, itemData.instanceId, itemData.posX, itemData.posZ, true, true);
        }

        //LOAD UNITS ON CAMP
        BaseItemScript[] armyCamps = GetArmyCamps();
        if (armyCamps.Length > 0)
        {
            for (int index = 0; index < _swordManCount; index++)
            {
                var            camp = armyCamps[Random.Range(0, armyCamps.Length)];
                BaseItemScript unit = this.AddItem(_swordMan_ID, -1, camp.GetPositionX(), camp.GetPositionZ(), true,
                                                   true);
                unit.WalkRandom(camp);
            }

            for (int index = 0; index < _archerCount; index++)
            {
                var            camp = armyCamps[Random.Range(0, armyCamps.Length)];
                BaseItemScript unit = this.AddItem(_archer_ID, -1, camp.GetPositionX(), camp.GetPositionZ(), true,
                                                   true);
                unit.WalkRandom(camp);
            }
        }

        //for (int index = 0; index < 25; index++)
        //{
        //	//tree
        //	BaseItemScript tree = this.AddItem(5341, true, true);
        //	tree.SetPosition(GroundManager.instance.GetRandomFreePosition());
        //}

        GroundManager.instance.UpdateAllNodes();
        this.UpdateWalls();

        UIManager.instance.ShowGameOverlayWindow();
    }