public void RoundStartFun(int unitId)
        {
            Debug.Log("RPC_RoundStart");
            TimeFrozen  = false;
            _roundStart = Time.time;
            var foundUnit = ApplicationModel.MatchModel.Units.First(u => u.Id == unitId);

            if (!PhotonHelper.PlayerIsSinglePlayer())
            {
                MatchController.SetCurrentUnit(foundUnit);
            }
            if (foundUnit.Color == GetCurrentPlayerColor() && GetCurrentPlayer().Name == PhotonNetwork.NickName)
            {
                foundUnit.SetAllowControll(true);
                foundUnit.SetScopeVisibility(true);
            }
            else
            {
                foundUnit.SetAllowControll(false);
                foundUnit.SetScopeVisibility(false);
            }

            CameraService.SetCameraFollowAndRotationTarget(foundUnit.gameObject.transform);

            CurrentWeaponController.ResetPower();
            CurrentWeaponController.SetCurrentWeapon(ShootService.GetNoneWeapon());

            if (RoundChangedEvent != null)
            {
                RoundChangedEvent.Invoke(this, new EventArgs());
            }
            EndMatchIfNeeded();
        }
        private void RoundEnd()
        {
            var unit = MatchController.GetCurrenUnit();

            if (unit != null)
            {
                unit.SetAllowControll(false);
                unit.SetScopeVisibility(false);
            }
            TimeFrozen = true;
            CurrentWeaponController.SetCurrentWeapon(ShootService.GetNoneWeapon());
            EndMatchIfNeeded();
        }
        private void RoundStart()
        {
            TimeFrozen  = false;
            _roundStart = Time.time;
            MatchController.DequeuePlayer();
            var unit = MatchController.GetCurrenUnit();

            unit.SetAllowControll(true);
            unit.SetScopeVisibility(true);

            CameraService.SetCameraFollowAndRotationTarget(unit.gameObject.transform);

            CurrentWeaponController.ResetPower();
            CurrentWeaponController.SetCurrentWeapon(ShootService.GetNoneWeapon());

            if (RoundChangedEvent != null)
            {
                RoundChangedEvent.Invoke(this, new EventArgs());
            }
            EndMatchIfNeeded();
        }