void Update()
    {
        //================================ Начало гринда =====================================
        if (LetsStart == true)
        {
            if (YourPass == true && BattleIsOver == false)
            {
                //elapsed += Time.deltaTime;
                //if (elapsed >= 1f) {
                //    TimeCounter -= 1;
                //    SecondsSound.Play();
                //    Debug.Log(Timer.transform.GetChild(TimeCounter).gameObject.name);
                //    Timer.transform.GetChild(TimeCounter).gameObject.active = false;
                //    elapsed = 0;
                //}

                //if (TimeCounter <= 0) {
                //    Nullify_Timer();
                //    EnemyPass();
                //    YourPass = false;
                //}

                if (Input.GetMouseButtonDown(0))
                {
                    RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
                    if (hit.collider.gameObject.layer == SlavesLayer)
                    {
                        if (EnemyCurrent != null)
                        {
                            isActiveEnemy.isActive = false;
                            isActiveEnemy          = null;
                            EnemyCurrent           = null;
                        }
                        if (isActiveSlave != null)
                        {
                            if (isActiveSlave == hit.collider.gameObject.GetComponent <SlaveProperties>())
                            {
                                isActiveSlave.isActive = false;
                                SlaveCurrent           = null;
                                isActiveSlave          = null;
                            }
                            else
                            {
                                isActiveSlave.isActive = false;
                                isActiveSlave          = hit.collider.gameObject.GetComponent <SlaveProperties>();
                                SlaveCurrent           = hit.collider.gameObject;
                                isActiveSlave.isActive = true;
                            }
                        }
                        else
                        {
                            isActiveSlave          = hit.collider.gameObject.GetComponent <SlaveProperties>();
                            SlaveCurrent           = hit.collider.gameObject;
                            isActiveSlave.isActive = true;
                        }
                    }
                    if (hit.collider.gameObject.layer == ItemLayer)
                    {
                        if (hit.collider.gameObject.layer == ItemLayer)
                        {
                            if (isActiveStuff != null)
                            {
                                if (isActiveStuff.GetComponent <OtherStuff>() != null)
                                {
                                    isActiveStuff.isActive = false;
                                    SlaveCurrent           = null;
                                    isActiveStuff          = null;
                                }
                            }
                        }
                        if (hit.collider.gameObject.GetComponent <OtherStuff>() != null)
                        {
                            isActiveStuff          = hit.collider.gameObject.GetComponent <OtherStuff>();
                            StuffCurrent           = hit.collider.gameObject;
                            isActiveStuff.isActive = true;
                            if (isActiveSlave.Health != isActiveSlave.FullHealth)
                            {
                                if (isActiveStuff.Skin == 1)
                                {
                                    if (TimeCounter >= 3)
                                    {
                                        Heal_Timer_Minus();
                                        Heal.Play();
                                        isActiveSlave.Health = isActiveSlave.FullHealth;
                                        Destroy(StuffCurrent);
                                    }
                                }
                            }
                        }
                    }
                    if (hit.collider.gameObject.layer == EnemyLayer)
                    {
                        if (SlaveCurrent != null && isActiveSlave != null)
                        {
                            isActiveEnemy = hit.collider.gameObject.GetComponent <EnemyProperties>();
                            EnemyCurrent  = hit.collider.gameObject;
                            if (TimeCounter >= 5)
                            {
                                if (isActiveSlave.WeaponXRef != null)
                                {
                                    WeaponProperties SlvWeapon = isActiveSlave.WeaponXRef.gameObject.GetComponent <WeaponProperties>();
                                    if (SlvWeapon.Bullets != 0)
                                    {
                                        if (isActiveSlave != null)
                                        {
                                            Wait_A_Second          = true;
                                            isActiveSlave.isActive = false;
                                            if (Wait_A_Second == true)
                                            {
                                                isActiveSlave.OnFire();
                                                Wait_A_Second       = false;
                                                Final_Power_of_Shot = (int)isActiveSlave.PowerOfShot + Random.Range(-30, 30);
                                                SlvWeapon.Bullets--;
                                            }
                                            Shot_Timer_Minus();
                                        }
                                    }
                                    else
                                    {
                                        Misfire.Play();
                                    }
                                }
                            }
                        }
                        else
                        {
                            if (isActiveEnemy != null)
                            {
                                if (EnemyCurrent == hit.collider.gameObject)
                                {
                                    isActiveEnemy.isActive = false;
                                    isActiveEnemy          = null;
                                    EnemyCurrent           = null;
                                }
                                else
                                {
                                    isActiveEnemy.isActive = false;
                                    isActiveEnemy          = null;
                                    EnemyCurrent           = null;
                                    isActiveEnemy          = hit.collider.gameObject.GetComponent <EnemyProperties>();
                                    EnemyCurrent           = hit.collider.gameObject;
                                    isActiveEnemy.isActive = true;
                                }
                            }
                            else
                            {
                                isActiveEnemy          = hit.collider.gameObject.GetComponent <EnemyProperties>();
                                EnemyCurrent           = hit.collider.gameObject;
                                isActiveEnemy.isActive = true;
                            }
                        }
                    }
                }


                //============================================ Ход врага ===============================================
            }
            else if (YourPass == false && BattleIsOver == false)
            {
                //if (TimeCounter <= 2) {

                //}
                if (Wait_A_Second == false)
                {
                    elapsed += Time.deltaTime;

                    if (EnemyCurrent != null)
                    {
                        isActiveEnemy.isActive = false;
                        isActiveEnemy          = null;
                        EnemyCurrent           = null;
                    }
                    if (SlaveCurrent != null)
                    {
                        isActiveSlave = null;
                        SlaveCurrent  = null;
                    }

                    if (elapsed >= 1f)
                    {
                        SecondsSound.Play();

                        Wait_A_Second = true;

                        int randEnm = Random.Range(0, Enemies.Count);
                        EnemyCurrent           = Enemies[randEnm].gameObject;
                        isActiveEnemy          = EnemyCurrent.GetComponent <EnemyProperties>();
                        isActiveEnemy.isActive = true;



                        //int rand = Random.Range(0, 2);
                        //if (rand == 0) {
                        //    if (TimeCounter >= 3) {

                        //            isActiveEnemy.isActive = false;
                        //            isActiveEnemy = null;
                        //            EnemyCurrent = null;
                        //            Wait_A_Second = false;
                        //        }
                        //    } else {
                        //        TimeCounter = 2;
                        //    }
                        //} else if (rand == 1) {
                        //}
                        if (TimeCounter >= 5)
                        {
                            int randSlv = Random.Range(0, Slaves.Count);
                            SlaveCurrent  = Slaves[randSlv].gameObject;
                            isActiveSlave = SlaveCurrent.GetComponent <SlaveProperties>();
                            isActiveEnemy.OnFire();
                            Final_Power_of_Shot = isActiveEnemy.PowerOfShot + Random.Range(-30, 30);
                            Shot_Timer_Minus();
                        }
                        else if (TimeCounter >= 3)
                        {
                            if (isActiveEnemy.Health != isActiveEnemy.FullHealth)
                            {
                                isActiveEnemy.Health = isActiveEnemy.FullHealth;
                                Heal_Timer_Minus();
                                Heal.Play();
                                Wait_A_Second = false;
                            }
                        }
                        else if (TimeCounter <= 2)
                        {
                            PlayerPass();
                            YourPass = true;
                            Nullify_Timer();
                        }
                        elapsed = 0;
                    }
                }

                if (EnemyCurrent != null)
                {
                    if (isActiveEnemy.ShellContainer != null)
                    {
                        if (SlaveCurrent != null)
                        {
                            isActiveEnemy.ShellContainer.gameObject.GetComponent <BulletShell>().Target = SlaveCurrent.gameObject;
                            if (isActiveEnemy.ShellContainer.GetComponent <BulletShell>().Gotcha == true)
                            {
                                ActivateShakes();
                                isActiveSlave.Health -= (int)isActiveEnemy.PowerOfShot;
                                if (isActiveSlave.Health <= 0)
                                {
                                    isActiveSlave.GetComponent <Animator>().SetBool("Dead", true);
                                    int plc = 0;
                                    foreach (GameObject slv in PlayInv.SlavePlace)
                                    {
                                        if (slv != null)
                                        {
                                            if (slv == SlaveCurrent)
                                            {
                                                PlayInv.SlavePlace[plc] = null;
                                            }
                                        }
                                        plc++;
                                    }
                                    Slaves.Remove(SlaveCurrent);
                                    SlaveCurrent.GetComponent <Collider2D>().enabled = false;
                                    SlaveCurrent.transform.SetParent(Trash.transform);
                                }
                                else
                                {
                                    isActiveSlave.GotDamage();
                                }

                                GameObject Dmg = Instantiate(Resources.Load("DmgNum")) as GameObject;
                                Dmg.transform.position = SlaveCurrent.transform.position + new Vector3(0, 0, -0.5f);
                                Dmg.transform.GetChild(0).gameObject.GetComponent <TextMesh>().text = "-" + Final_Power_of_Shot.ToString();

                                GameObject Sheel = isActiveEnemy.ShellContainer.gameObject;
                                Destroy(Sheel);
                                //isActiveSlave.isActive = false;
                                //isActiveEnemy.isActive = false;
                                //isActiveSlave = null;
                                //SlaveCurrent = null;
                                //isActiveEnemy = null;
                                //EnemyCurrent = null;

                                if (Slaves.Count == 0)
                                {
                                    if (Slaves.Count == 0)
                                    {
                                        Info_On_End_Battle(false);
                                    }
                                    if (Enemies.Count == 0)
                                    {
                                        Info_On_End_Battle(true);
                                    }
                                    BattleIsOver = true;
                                    Nullify_Timer();
                                    TimeCounter = 0;
                                }

                                Wait_A_Second = false;
                            }
                        }
                    }
                }
            }

            //======================== Если Пуля Раба достигла Врага ===========================
            if (isActiveSlave != null)
            {
                if (isActiveSlave.ShellContainer != null)
                {
                    if (EnemyCurrent != null)
                    {
                        isActiveSlave.ShellContainer.gameObject.GetComponent <BulletShell>().Target = EnemyCurrent.gameObject;
                        if (isActiveSlave.ShellContainer.GetComponent <BulletShell>().Gotcha == true)
                        {
                            ActivateShakes();
                            GameObject Sheel = isActiveSlave.ShellContainer.gameObject;
                            Destroy(Sheel);
                            isActiveEnemy.Health -= (int)isActiveSlave.PowerOfShot;
                            if (isActiveEnemy.Health <= 0)
                            {
                                isActiveSlave.Battles += isActiveEnemy.FullHealth;
                                isActiveSlave.Slaves_Level_Grade();
                                isActiveEnemy.GetComponent <Animator>().SetBool("Dead", true);
                                Enemies.Remove(EnemyCurrent);
                                EnemyCurrent.transform.SetParent(Trash.transform);
                                EnemyCurrent.GetComponent <Collider2D>().enabled = false;
                            }
                            else
                            {
                                isActiveSlave.Battles += (int)isActiveSlave.PowerOfShot;
                                isActiveSlave.Slaves_Level_Grade();
                                isActiveEnemy.Damaged();
                            }

                            GameObject Dmg = Instantiate(Resources.Load("DmgNum")) as GameObject;
                            Dmg.transform.position = EnemyCurrent.transform.position + new Vector3(0, 0, -0.5f);
                            Dmg.transform.GetChild(0).gameObject.GetComponent <TextMesh>().text = "-" + Final_Power_of_Shot.ToString();

                            isActiveSlave.isActive = false;
                            isActiveEnemy.isActive = false;
                            isActiveSlave          = null;
                            SlaveCurrent           = null;
                            isActiveEnemy          = null;
                            EnemyCurrent           = null;

                            if (Enemies.Count == 0)
                            {
                                if (Slaves.Count == 0)
                                {
                                    Info_On_End_Battle(false);
                                }
                                if (Enemies.Count == 0)
                                {
                                    Info_On_End_Battle(true);
                                }
                                Nullify_Timer();
                                BattleIsOver = true;
                                TimeCounter  = 0;
                            }
                        }
                    }
                }
            }

            //================== Нажать следующий ход =================
            if (SkipPass.gameObject.active == true)
            {
                if (SkipPass.isPressed == true)
                {
                    EnemyPass();
                    Nullify_Timer();
                    Wait_A_Second = false;
                    YourPass      = false;
                }
            }

            //=============== Битва окончена ================

            if (BattleIsOver == true)
            {
                elapsed += 1;
                if (elapsed >= 20f)
                {
                    TimeCounter++;

                    if (TimeCounter == 0)
                    {
                        PickMonitor.Play();
                        InfoText.active = true;
                    }
                    if (TimeCounter == 1)
                    {
                        InfoText.active = false;
                    }
                    if (TimeCounter == 2)
                    {
                        PickMonitor.Play();
                        InfoText.active = true;
                    }
                    if (TimeCounter == 3)
                    {
                        InfoText.active = false;
                    }
                    if (TimeCounter == 4)
                    {
                        PickMonitor.Play();
                        InfoText.active = true;
                    }
                    if (TimeCounter == 5)
                    {
                        InfoText.active = false;
                    }
                    if (TimeCounter == 6)
                    {
                        PickMonitor.Play();
                        InfoText.active = true;
                        Timer.active    = false;
                        int rename = 0;
                        foreach (Transform Stf in LOOT.transform)
                        {
                            Rename_Loot(Stf.gameObject, rename);
                            rename++;
                        }
                        Rotor.GetComponent <Animator>().SetBool("Activated", true);
                        FinalPanel.GetComponent <Animator>().SetBool("Activated", true);
                        FinalPanel.GetComponent <AudioSource>().Play();
                        TimeCounter++;
                    }
                    elapsed = 0;
                }
                //=============================== Забрать Лут ==================================

                if (Input.GetMouseButtonDown(0))
                {
                    RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
                    if (hit.collider.gameObject.layer == ItemLayer)
                    {
                        if (hit.collider.gameObject.GetComponent <WeaponProperties>() != null)
                        {
                            WeaponProperties wpn = hit.collider.gameObject.GetComponent <WeaponProperties>();
                            if (wpn.isActive == false)
                            {
                                wpn.isActive = true;
                            }
                            else
                            {
                                wpn.isActive = false;
                            }
                            PickMonitor.Play();
                        }
                        if (hit.collider.gameObject.GetComponent <OtherStuff>() != null)
                        {
                            OtherStuff stf = hit.collider.gameObject.GetComponent <OtherStuff>();
                            if (stf.isActive == false)
                            {
                                stf.isActive = true;
                            }
                            else
                            {
                                stf.isActive = false;
                            }
                            PickMonitor.Play();
                        }
                    }
                }
                if (TakeLootButton.GetComponent <ButtonSample>().isPressed == true)
                {
                    foreach (GameObject loot in Loots)
                    {
                        if (loot != null)
                        {
                            if (loot.GetComponent <OtherStuff>() != null)
                            {
                                OtherStuff prop = loot.GetComponent <OtherStuff>();
                                if (prop.isActive == true)
                                {
                                    if (prop.Skin != 4)
                                    {
                                        int plcnum = 0;
                                        foreach (GameObject plc in PlayInv.Package)
                                        {
                                            if (plc == null)
                                            {
                                                PlayInv.Package[plcnum] = loot;
                                                if (prop.Skin == 1)
                                                {
                                                    TakeMedicine.Play();
                                                }
                                                if (prop.Skin == 2)
                                                {
                                                    TakeWater.Play();
                                                }
                                                if (prop.Skin == 3)
                                                {
                                                    TakeBuff.Play();
                                                }
                                                Names[int.Parse(loot.name)].gameObject.active = false;
                                                loot.transform.SetParent(Loader.ItemsSource.transform);
                                                loot.transform.localPosition = new Vector3(0, 0, 0);
                                                prop.isActive   = false;
                                                OverLoad.active = false;
                                                break;
                                            }
                                            else
                                            {
                                                OverLoad.active = true;
                                            }
                                            plcnum++;
                                        }
                                    }
                                    else
                                    {
                                        Names[int.Parse(loot.name)].gameObject.active = false;
                                        PlayInv.Money += prop.Price;
                                        TakeMoney.Play();
                                        Destroy(loot);
                                    }
                                }
                            }
                            else if (loot.GetComponent <WeaponProperties>() != null)
                            {
                                WeaponProperties prop = loot.GetComponent <WeaponProperties>();
                                if (prop.isActive == true)
                                {
                                    int plcnum = 0;
                                    foreach (GameObject plc in PlayInv.Package)
                                    {
                                        if (plc == null)
                                        {
                                            PlayInv.Package[plcnum] = loot;
                                            TakeWeapon.Play();
                                            Names[int.Parse(loot.name)].gameObject.active = false;
                                            loot.transform.SetParent(Loader.ItemsSource.transform);
                                            loot.transform.localPosition = new Vector3(0, 0, 0);
                                            prop.isActive   = false;
                                            OverLoad.active = false;
                                            break;
                                        }
                                        else
                                        {
                                            OverLoad.active = true;
                                        }
                                        plcnum++;
                                    }
                                }
                            }
                        }
                    }
                }

                if (BackToMap.GetComponent <ButtonSample>().isPressed == true)
                {
                    Loader.SaveAll();
                    //Debug.Log("Already");
                    Loader.Save_Enemy_Data(Enm_Data.NumberOfArea, Enm_Data.Count);
                    TakeLootButton.active = false;
                    BackToMap.active      = false;
                    OverLoad.active       = false;
                    LOOT.active           = false;
                    foreach (TextMesh name in Names)
                    {
                        name.gameObject.active = false;
                    }
                    TuningTable.GetComponent <Animator>().SetBool("Activation", true);
                    BackToMap.GetComponent <ButtonSample>().isPressed = false;
                }
            }


            //================================= Если нажать Game Over ===================================

            if (GameOverButton.GetComponent <ButtonSample>().isPressed == true)
            {
                if (File.Exists(Application.persistentDataPath + "/PlayerData.json"))
                {
                    File.Delete(Application.persistentDataPath + "/PlayerData.json");
                }
                if (File.Exists(Application.persistentDataPath + "/MapData.json"))
                {
                    File.Delete(Application.persistentDataPath + "/MapData.json");
                }
                if (File.Exists(Application.persistentDataPath + "/BanditTroop.json"))
                {
                    File.Delete(Application.persistentDataPath + "/BanditTroop.json");
                }
                if (File.Exists(Application.persistentDataPath + "/StoresStack.json"))
                {
                    File.Delete(Application.persistentDataPath + "/StoresStack.json");
                }
                SceneManager.LoadScene(0);
            }
        }
    }