private void Awake()
    {
        blockInput = GameObject.FindGameObjectWithTag(ConstVar.tag_controller).GetComponent <BlockInput>();
        row1       = GameObject.Find("ROW_1");
        rowManager = row1.GetComponent <RowManager>();

        // Getting list of prefabs to randomly choose one that will be created
        listOfPrefabs = transform.GetComponent <ListOfPrefabs>();

        // Checking what type of game user has chosen, then we set block_falling_rate
        switch (ActiveGame.gameLevel)
        {
        case ActiveGame.difficulty.easy:
            block_falling_rate = 0.8f;
            block_death_rate   = 0.8f;
            break;

        case ActiveGame.difficulty.medium:
            block_falling_rate = 0.6f;
            block_death_rate   = 0.6f;
            break;

        case ActiveGame.difficulty.hard:
            block_falling_rate = 0.4f;
            block_death_rate   = 0.4f;
            break;
        }

        blocksNames[0] = "Cube.000";
        blocksNames[1] = "Cube.001";
        blocksNames[2] = "Cube.002";
        blocksNames[3] = "Cube.003";
    }