void Start()
 {
     if (switchType == SwitchType.SameLevel)
     {
         positionLevelManager = gameObject.GetComponent <PositionLevelGenerator>();
     }
 }
    private void Start()
    {
        startPositionLevels = gameObject.GetComponent <PositionLevelGenerator>();

        for (int s = 0; s < startPositionLevels.LevelPositions.Count; s++)
        {
            Vector2 currentStartPosition = startPositionLevels.LevelPositions[s];
            paths.Add(new List <Path>());

            for (int t = 0; t < targetPositionLevels.LevelPositions.Count; t++)
            {
                Vector2 currentTargetPosition = targetPositionLevels.LevelPositions[t];
                Vector2 currentBeizer         = PathHelper.GetBeizer(currentStartPosition, currentTargetPosition);

                List <Vector2> currentPath = PathHelper.GetCurveBetweenPoints(currentStartPosition, currentTargetPosition, currentBeizer, distance);
                paths[s].Add(new Path(currentPath));
            }
        }
    }