// для предварительного создания пулов
        public void InstantiateToPool(string assetId, int count)
        {
            GameObject prefabReference = assetReferences.PrefabReference(assetId);

            if (prefabReference == null)
            {
                AssetInfo assetInfo = assetDatabase.GetAssetInfo(assetId);
                if (assetInfo == null)
                {
                    Debug.LogError("Нет информации об ассете в базе " + assetId);
                    return;
                }

                prefabReference = assetLoader.LoadAsset <GameObject>(assetInfo);
                if (prefabReference == null)
                {
                    return;
                }

                assetReferences.AddPrefabReference(assetId, prefabReference);
            }
            for (int i = 0; i < count; i++)
            {
                GameObject instantiated = assetInstantiator.InstantiatedDeactivatedGameObject(assetId, prefabReference, assetPool.transform);
                assetPool.AddToPool(assetId, instantiated);
            }
        }
        public static T GetObject <T>() where T : UnityEngine.Object
        {
            AssetInfo assetInfo = assetsDatabase.GetAssetInfo(typeof(T));

            return(assetLoader.LoadAsset <T>(assetInfo));
        }