public void UnregisterEvents()
        {
            //Server.WaitingForPlayers -= server.OnWaitingForPlayers;
            Server.RoundStarted -= server.OnRoundStarted;

            Player.Left   -= player.OnLeft;
            Player.Joined -= player.OnVerified;

            server  = null;
            player  = null;
            warhead = null;
            map     = null;

//            Singleton = null;
        }
        public void RegisterEvents()
        {
//            if (Singleton == null) yield break;
            player  = new Handlers.Player();
            server  = new Handlers.Server();
            warhead = new Handlers.Warhead();
            map     = new Handlers.Map();

            //Server.WaitingForPlayers += server.OnWaitingForPlayers;
            Server.RoundStarted += server.OnRoundStarted;

            Player.Left   += player.OnLeft;
            Player.Joined += player.OnVerified;
            //    Player.InteractingDoor += player.OnInteractingDoor;
        }