public void LoadCheckpoint()
    {
        CharacterData characterData = LoadCharacter();

        // Get checkpoint info
        CheckPoint checkpoint = characterData.checkpoint;

        // have checkpoint
        if (checkpoint.stage != null)
        {
            float time = checkpoint.time;

            // Set character data
            // time
            TimeGUI timeGUI = GameObject.FindObjectOfType(typeof(TimeGUI)) as TimeGUI;
            timeGUI.SetTime(time);
            // key, jewellery
            List <ItemColor>            keys       = checkpoint.keys;
            Dictionary <ItemColor, int> jewellarys = checkpoint.jewellarys;
            Bag bag = GameObject.FindGameObjectWithTag("Player").GetComponent <Bag>();
            bag.AddList(keys);
            bag.AddList(jewellarys);
            // checkpoint and position
            Transform player        = GameObject.FindGameObjectWithTag("Player").transform;
            int       checkpointId  = checkpoint.checkPointId;
            Vector2   startPosition = Checkpoints.GetChild(checkpointId).position;

            for (int index = 0; index <= checkpointId; index++) // remove previous checkpoint first
            {
                // Destroy(Checkpoints.GetChild(index).gameObject);
                Checkpoints.GetChild(index).gameObject.gameObject.SetActive(false);
            }

            // Also remove collected item
            Key[] sceneKeys = GameObject.FindObjectsOfType(typeof(Key)) as Key[];

            foreach (Key sceneKey in sceneKeys) // Loop by scene key
            {
                // destroy scene key gameObject if collected before
                if (keys.Contains(sceneKey.ItemColor))
                {
                    Destroy(sceneKey.gameObject);
                }
            }

            Jewellary[] sceneJewellarys = GameObject.FindObjectsOfType(typeof(Jewellary)) as Jewellary[];
            Goal[]      goals           = GameObject.FindObjectsOfType(typeof(Goal)) as Goal[];

            foreach (Jewellary sceneJewellary in sceneJewellarys) // Loop by scene key
            {
                // destroy scene key gameObject if collected before
                // And disable the red door
                ItemColor color = sceneJewellary.ItemColor;

                if (jewellarys.ContainsKey(sceneJewellary.ItemColor))
                {
                    Destroy(sceneJewellary.gameObject);

                    if (color == ItemColor.red) // Red door can't open again
                    {
                        foreach (Goal goal in goals)
                        {
                            if (goal.redKey)
                            {
                                goal.DisableDoor(false);

                                break;  // break search red door
                            }
                        }
                    }
                }
            }

            // Load player to checkpoint position
            player.position = startPosition;

            // Transition for player ready
            // StartCoroutine(LoadCheckpointTransition());
        }
    }