// Update is called once per frame
    void Update()
    {
        //  Направляем башни друг на друга

        _ply1.GetComponent <TankController>().RotateTowerTo(_ply2.transform.position);
        _ply2.GetComponent <TankController>().RotateTowerTo(_ply1.transform.position);


        if (!AllowUserActivity)
        {
            return;
        }                                               //	заприетить бработку ввода без дозволения пользовательской активности


        if (Input.GetKeyDown(KeyCode.Mouse1) || _actTC.UnderAIControl)
        {
            if (GameState == enumGameState.Player1Fire || GameState == enumGameState.Player2Fire)
            {
                if (GameState == enumGameState.Player2Fire && GameStatic.RightPlayer.isAI)                              //	Если управляет AI
                {
                    Vector2 _vc2 = _actTC.AIFireAt(1f, _ply1);
                    ActivePos.x = _vc2.x;
                    ActivePos.y = _vc2.y;
                }

                float borderX      = GameObject.Find("meshBorderLine").transform.position.x;
                float distToBorder = Mathf.Abs(ActivePos.x - borderX);                  //	Расстояние до границы

                distToBorder = ActivePos.x < borderX ? distToBorder  : -distToBorder;
                ActivePos.x  = borderX + distToBorder;
                ActivePos.z  = -1.5f;
                Instantiate(obj, ActivePos, Quaternion.identity);
            }

            if (GameState == enumGameState.Player1Turn)
            {
                _ply1.GetComponent <TankController>().MoveTo(ActivePos);
            }

            if (GameState == enumGameState.Player2Turn)
            {
                //  mousePos.z = 0.5f;
                if (_actTC.UnderAIControl)                              //	Если управляет AI
                {
                    Vector2 _vc2 = _actTC.AIMoveAt();
                    ActivePos.x = _vc2.x;
                    ActivePos.y = _vc2.y;
                }

                _ply2.GetComponent <TankController>().MoveTo(ActivePos);
            }

            this.NextBattleState();
            SetCursorInDefaultPosition();

            GameObject.Find("txtState").GetComponent <TextMesh>().text = GameState.ToString();
        }
    }