// ------------------------------------------------------------------------------
    // Function Name: 
    // Return types: 
    // Argument types: 
    // Author: 
    // Date: 
    // ------------------------------------------------------------------------------
    // Purpose: 
    // ------------------------------------------------------------------------------

    public void LoadSavedGame ()
    {
        if (savedGames.Length != 0)
        {
            Dictionary<Scenes, UNA_Level> saveData;
            Dictionary<Gravity, bool> gravitySettings;
            bool[] endPieces;
            float playerHealth;
            int overallPoints;

            bool loadEffective = UNA_SaveLoadController.LoadPlayer(gameSelected, out saveData, out endPieces, out playerHealth, out overallPoints, out gravitySettings);

            if (loadEffective)
            {
                Debug.Log("Game " + gameSelected + " Loaded.");

                WLD_GameController.controller.BuildGameLevels(saveData);
                WLD_GameController.endPieces = endPieces;
                WLD_GameController.player.GetComponent<WLD_HealthDmg>().Health = playerHealth;
                WLD_GameController.player.GetComponent<PLR_Points>().OverallPoints = overallPoints;
                WLD_GameController.gravitySettingDictionary = gravitySettings;

                levelLoader.LoadLevel(Scenes.Hub, new Vector3(0, 0));
            }

            else
            {
                Debug.LogError("The game could not be loaded.");

            }
        }
    }
    // ------------------------------------------------------------------------------
    // Function Name: 
    // Return types: 
    // Argument types: 
    // Author: 
    // Date: 
    // ------------------------------------------------------------------------------
    // Purpose: 
    // ------------------------------------------------------------------------------

    public void SaveGame ()
    {
        if (gameToSave != "")
        {
            UNA_SaveLoadController.ChangeProfileName(gameToSave);
        }

        UNA_SaveLoadController.SavePlayer(WLD_GameController.levels, WLD_GameController.endPieces, WLD_GameController.player.GetComponent<WLD_HealthDmg>().Health, WLD_GameController.player.GetComponent<PLR_Points>().OverallPoints, WLD_GameController.gravitySettingDictionary);

        WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = true; 

        CancelLoad();

    }