//Активировать функцию кнопки атак
        public void ActivateAttackButtons(int attackButtonID, int attack)
        {
            Debug.Log($"AttackMenu.ActivateAttackButtons({attackButtonID}, {attack})");

            ActivateEnemyHealth(attackButtonID);

            var current = new Attack();

            foreach (var enemy in enemies)
            {
                if (enemy.gameObject.activeSelf && enemy.spawnPointIndex == attackButtonID)
                {
                    current.receiver = enemy.name;
                    break;
                }
            }

            if (current.receiver != null)
            {
                switch (attack)
                {
                case 0:
                    RemoveFromCombometer(false);
                    current.attackName = "attack";
                    StartCoroutine(WaitToDeactivateEnemyHealth(attackButtonID));

                    DeactivateAttackButtons(false);
                    break;

                case 1:
                    RemoveFromCombometer(true);
                    current.attackName = "heavy_attack";
                    StartCoroutine(WaitToDeactivateEnemyHealth(attackButtonID));
                    DeactivateAttackButtons(true);
                    break;

                default:
                    DeactivateEnemyHealth(attackButtonID);
                    break;
                }

                timeOfLatestAttack = Time.time;
                knightBehaviour.Attack(current);
            }
            else
            {
                DeactivateEnemyHealth(attackButtonID);
            }
        }