private void CreateEntry(PlayerBehaviour pb)
    {
        LeaderboardsEntry entry = Instantiate(entryPrefab.gameObject, transform.position, Quaternion.Euler(0, 0, 0), leaderboardParent.transform).GetComponent <LeaderboardsEntry>();

        entry.gameObject.GetComponent <RectTransform>().localRotation = Quaternion.Euler(0, 0, 0);
        entry.SetEndScoreText(pb);
        leaderEntrys.Add(entry);
    }
    public void CreateEndGameUI()
    {
        //disable controll buttons

        //create first entry
        LeaderboardsEntry _entry = Instantiate(entryPrefab.gameObject, transform.position, Quaternion.Euler(0, 0, 0), leaderboardParent.transform).GetComponent <LeaderboardsEntry>();

        _entry.gameObject.GetComponent <RectTransform>().localRotation = Quaternion.Euler(0, 0, 0);
        _entry.SetCustomNames("Name", "Score", "Kills", "Assists", "Deaths", "Damage Done", "K/D"); //LANGTODO

        _entry.ShowScore();

        PlayerBehaviour[] tempPlayers = MatchManager.SP.GetAllPlayers;

        Array.Sort(tempPlayers, delegate(PlayerBehaviour x, PlayerBehaviour y)
        {
            return(y.GetMatchKills.CompareTo(x.GetMatchKills));
        });

        for (int i = 0; i < tempPlayers.Length; i++)
        {
            Debug.Log("endGame: " + tempPlayers[i].PlayerName + " kills: " + tempPlayers[i].GetMatchKills);
            CreateEntry(tempPlayers[i]);
        }
        //LANGTODO:
        if (tempPlayers[0] == GameManager.SP.GetPlayerB)
        {
            //Player won
            winText.text = "You Won!";
            GameManager.SP.playerData.wins++;
        }
        else
        {
            winText.text = "You Lose!";
            GameManager.SP.playerData.loses++;
        }
        GameManager.SP.SaveGame();
        //gridGroup.enabled = false;

        //Animation here
        Debug.Log("End game animation comes here");
        for (int i = 0; i < leaderEntrys.Count; i++)
        {
            leaderEntrys[i].SetAlpha(0);
            leaderEntrys[i].ShowScore();
        }
    }