private void OnStateChange(KMGameInfo.State state)
    {
        CurrentState = state;

        if (!transform.gameObject.activeInHierarchy)
        {
            return;
        }

        StartCoroutine(StopEveryCoroutine());
        CheckSupport.Cleanup();
        Votes.Clear();

        if (state != KMGameInfo.State.PostGame && _leaderboardDisplay != null)
        {
            DestroyObject(_leaderboardDisplay);
            _leaderboardDisplay = null;
        }

        twitchGame?.gameObject.SetActive(state == KMGameInfo.State.Gameplay);

        OtherModes.RefreshModes(state);

        // Automatically check for updates after a round is finished or when entering the setup state but never more than once per hour.
        bool hourPassed = DateTime.Now.Subtract(Updater.LastCheck).TotalHours >= 1;

        if ((state == KMGameInfo.State.PostGame || state == KMGameInfo.State.Setup) && hourPassed && !Updater.UpdateAvailable)
        {
            _coroutinesToStart.Enqueue(AutomaticUpdateCheck());
        }

        switch (state)
        {
        case KMGameInfo.State.Gameplay:
            DefaultCamera();
            break;

        case KMGameInfo.State.Setup:
            DefaultCamera();
            _coroutinesToStart.Enqueue(VanillaRuleModifier.Refresh());
            _coroutinesToStart.Enqueue(MultipleBombs.Refresh());
            _coroutinesToStart.Enqueue(FactoryRoomAPI.Refresh());

            if (!initialLoad)
            {
                initialLoad = true;
                _coroutinesToStart.Enqueue(ComponentSolverFactory.LoadDefaultInformation(true));
                if (!TwitchPlaySettings.data.TwitchPlaysDebugEnabled)
                {
                    _coroutinesToStart.Enqueue(CheckSupport.FindSupportedModules());
                }
            }

            // Clear out the retry reward if we return to the setup room since the retry button doesn't return to setup.
            // A post game run command would set the retry bonus and then return to the setup room to start the mission, so we don't want to clear that.
            if (TwitchPlaySettings.GetRewardBonus() == 0)
            {
                TwitchPlaySettings.ClearRetryReward();
            }
            break;

        case KMGameInfo.State.PostGame:
            DefaultCamera();
            if (_leaderboardDisplay == null)
            {
                _leaderboardDisplay = Instantiate(TwitchLeaderboardPrefab);
            }
            Leaderboard.Instance.SaveDataToFile();
            break;

        case KMGameInfo.State.Transitioning:
            ModuleData.LoadDataFromFile();
            TwitchPlaySettings.LoadDataFromFile();

            var pageManager = SceneManager.Instance?.SetupState?.Room.GetComponent <SetupRoom>().BombBinder.MissionTableOfContentsPageManager;
            if (pageManager != null)
            {
                var tableOfContentsList = pageManager.GetValue <List <Assets.Scripts.BombBinder.MissionTableOfContents> >("tableOfContentsList");
                if (tableOfContentsList[SetupState.LastBombBinderTOCIndex].ToCID == "toc_tp_search")
                {
                    SetupState.LastBombBinderTOCIndex = 0;
                    SetupState.LastBombBinderTOCPage  = 0;
                }
            }

            break;
        }
    }