public void CreateNewGame(int playerCount)
    {
        GameSceneData data = GameSceneData.NewGameDefault();

        persistantDataManager.CreateGameSceneData(data);
        currentGameSceneData = data;
        UnityEngine.SceneManagement.SceneManager.LoadScene("game", LoadSceneMode.Single);
    }
    public void StartMultiplayerGame()
    {
        GameSceneData data = GameSceneData.NewGameDefault();

        currentGameSceneData = data;
        Hashtable hashTable = PhotonNetwork.CurrentRoom.CustomProperties;

        hashTable[NetworkHelper.Constants.GAME_SCENE_DATA] = data;

        PhotonNetwork.LoadLevel("skimirish");
    }
    // Use this for initialization
    private void Awake()
    {
        Instance = this;
        try
        {
            gameSceneData = SceneManager.Instance.currentGameSceneData;
            if (gameSceneData == null)
            {
                gameSceneData = GameSceneData.NewGameDefault();
            }
        }
        catch
        {
            gameSceneData = GameSceneData.NewGameDefault();
        }
        Player[] players = new Player[gameSceneData.players.Count];

        for (int i = 0; i < gameSceneData.players.Count; i++)
        {
            players[i] = gameSceneData.players[i].player;
        }

        PlayerDatabase.Instance.SetUpDatabase(players);

        /*foreach (PlayerPersistance playerPersistance in gameSceneData.players)
         * {
         *  foreach (ShipControllerPersistance shipPersistence in playerPersistance.ships)
         *  {
         *      Spawner.Instance.SpawnShip(shipPersistence.shipType, playerPersistance.playerNumber, shipPersistence.mapObjectPersitance.localPosition, Quaternion.identity);
         *  }
         * }
         *
         * CreateAsteroidFields();
         *
         * SetUpPlayerManager();*/
        SetUpPlayerManager();
        SetUpAI();
        LoadGameSceneData();
        MonoBehaviourEvents.cleaner.StartThread();
    }