public void ArrangeEnemyArray()
	{
		enemiesTypesLevelUpCondition = new List<EnemiesTypesLevelUpCondition>();
		foreach(EnemiesTypesLevelUpConditionTemp temp in enemiesTypesLevelUpConditionTemp)
		{
			if(temp.killStreak >= 0)//new tier
			{
				EnemiesTypesLevelUpCondition newTier = new EnemiesTypesLevelUpCondition();
				newTier.killStreak = temp.killStreak;
				newTier.points = temp.points;
				newTier.enemies = new List<EnemiesPercent>();

				enemiesTypesLevelUpCondition.Add(newTier);
			}

			EnemiesPercent enemyPercent = new EnemiesPercent();
			enemyPercent.name = temp.name;
			enemyPercent.percent = temp.percent;

			enemiesTypesLevelUpCondition[enemiesTypesLevelUpCondition.Count - 1].enemies.Add(enemyPercent);
		}

		//enemies stats
		EnemyStats enemy = null;

		foreach(EnemyStatsTemp temp in enemyStatsTemp)
		{
			if(temp.name != EnemiesPercent.EnemyNames.None)//new tier
			{
				switch(temp.name)
				{
					case EnemiesPercent.EnemyNames.Blu:
						enemy = blu;
						break;

					case EnemiesPercent.EnemyNames.Follower:
						enemy = follower;
						break;

					case EnemiesPercent.EnemyNames.Ziggy:
						enemy = ziggy;
						break;

					case EnemiesPercent.EnemyNames.Charger:
						enemy = charger;
						break;

					case EnemiesPercent.EnemyNames.Spiral:
						enemy = spiral;
						break;

					case EnemiesPercent.EnemyNames.Legion:
						enemy = legion;
						break;

					case EnemiesPercent.EnemyNames.LegionMinion:
						enemy = legionMinion;
						break;
				}

				enemy.life = temp.life;
				enemy.vel = temp.vel;
				enemy.score = temp.score;
				enemy.chanceToDrop = temp.chanceToDrop;
				enemy.itens = new List<ItemPercent>();
			}

			ItemPercent item = new ItemPercent();
			item.name = temp.itemName;
			item.percent = temp.percent;

			enemy.itens.Add(item);
		}
	}
	public void ArrangeArray()
	{
		itemTier = new List<ItemTier>();
		foreach(ItemTierTemp temp in itemTierTemp)
		{
			if(temp.killStreak >= 0)//new tier
			{
				ItemTier newItemTier = new ItemTier();
				newItemTier.killStreak = temp.killStreak;
				newItemTier.points = temp.points;
				newItemTier.chanceToSpawn = temp.chanceToSpawn;
				newItemTier.itens = new List<ItemPercent>();

				itemTier.Add(newItemTier);
			}

			ItemPercent itemPercent = new ItemPercent();
			itemPercent.name = temp.name;
			itemPercent.percent = temp.percent;

			itemTier[itemTier.Count - 1].itens.Add(itemPercent);
		}
	}