private void GenerateNextBrickEntity()
    {
        _currentBrickEntity = Instantiate(bricks[_nextBrickIndex], transform.position, Quaternion.identity);
        _currentBrickIndex  = _nextBrickIndex;
        _nextBrickIndex     = GetNextBrickIndex();

        _currentBrickEntity.OnCollide += OnCollide;
        brickController.SetBrick(_currentBrickEntity);
    }