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();
            }
        }
    }