void Start()
    {
        // show actualized gui texts
        RuntimeContext.GetInst().StorePlayerCore(nesCoreSys.nesLifes.GetLifes(),
                                                 nesCoreSys.nesHealth.GetHealth(),
                                                 nesCoreSys.nesShield.GetShield(),
                                                 nesCoreSys.nesEnergy.RechargeEnergy(),
                                                 nesCoreSys.nesEnergy.actualRechargeType);

        // store flags for bonus generation into global context container
        RuntimeContext.GetInst().StorePlayerCoreMax(nesCoreSys.nesHealth.IsMaxHealth(),
                                                    nesCoreSys.nesShield.IsMaxShield());

        nesWeapSys.SetReferenceShipCoreEnergy(ref nesCoreSys.nesEnergy);
        nesWeapSys.SetReferenceShipAllWeapons(ref refAllWeaponControlls);

        // activate weapons
        if (nesWeapSys.ActivateWeapons())
        {
            // store current state of ship systems for next-time loading and bonus generation system
            RuntimeContext.GetInst().StorePlayerWeapon(nesWeapSys.actualWeaponType,
                                                       nesWeapSys.actualAmmoType);
        }
        else
        {
            Debug.LogError("PLAYER >> FAILED to activate weapons (!!)");
            Application.LoadLevel(eGameLevels.Screen_MainMenu.ToString());
        }


#if UNITY_ANDROID
        ResetAccelerometerAxes();
#endif


        Debug.Log("PLAYER >> Player ship is ready to GO (!!): "
                  + "\nLifes: " + nesCoreSys.nesLifes.GetLifes()
                  + "\nHealth: " + nesCoreSys.nesHealth.GetHealth()
                  + "\nShield: " + nesCoreSys.nesShield.GetShield()
                  + "\nEnergy: " + nesCoreSys.nesEnergy.GetEnergy()
                  + "\nEnergy Recharge: " + nesCoreSys.nesEnergy.actualRechargeType
                  + "\nWeapon Type: " + nesWeapSys.actualWeaponType
                  + "\nAmmo Type: " + nesWeapSys.actualAmmoType);
    }
    void Start()
    {
        nesWeapSys.SetReferenceShipCoreEnergy(ref nesCoreSys.nesEnergy);
        nesWeapSys.SetReferenceShipAllWeapons(ref refAllWeaponControlls);

        nesWeapSys.ActivateWeapons();

        rigidbody.velocity = transform.forward * nesEngiSys.actualSpeed;

        StartCoroutine(Evade());
    }