public void Close()
    {
        IsShowing = false;

        transform.localScale = Scale;

        count       = (int)Mathf.Round(closeTransition / time);
        vectorSpeed = Scale / count;
        CoroutineT.For(RemoveSpeed, count, time, () => gameObject.SetActive(false)).Start(this);
    }
    public void Show()
    {
        IsShowing            = true;
        transform.localScale = Vector3.zero;

        count       = (int)Mathf.Round(openTransition / time);
        vectorSpeed = Scale / count;
        gameObject.SetActive(true);
        CoroutineT.For(AddSpeed, count, time).Start(this);
    }