void Update()
    {
        if (fail == true)
        {
            Piece1.GetComponent <SpriteRenderer>().sprite = CrumbleWall;
            Piece2.GetComponent <SpriteRenderer>().sprite = CrumbleWall;
            Piece3.GetComponent <SpriteRenderer>().sprite = CrumbleWall;
            Piece4.GetComponent <SpriteRenderer>().sprite = CrumbleWall;
            Win = 0;
        }

        else if (p1 == true && p2 == true && p3 == true && p4 == true)
        {
            Piece1.GetComponent <SpriteRenderer>().sprite = FixWall;
            Piece2.GetComponent <SpriteRenderer>().sprite = FixWall;
            Piece3.GetComponent <SpriteRenderer>().sprite = FixWall;
            Piece4.GetComponent <SpriteRenderer>().sprite = FixWall;
            Win = 1;
        }

        else
        {
            if (p1 == true)
            {
                Piece1.GetComponent <SpriteRenderer>().sprite = FixWall;
            }
            if (p2 == true)
            {
                Piece2.GetComponent <SpriteRenderer>().sprite = FixWall;
            }
            if (p3 == true)
            {
                Piece3.GetComponent <SpriteRenderer>().sprite = FixWall;
            }
            if (p4 == true)
            {
                Piece4.GetComponent <SpriteRenderer>().sprite = FixWall;
            }
            p1   = Piece1.GetComponent <ClickItem>().Clicked;
            p2   = Piece2.GetComponent <ClickItem>().Clicked;
            p3   = Piece3.GetComponent <ClickItem>().Clicked;
            p4   = Piece4.GetComponent <ClickItem>().Clicked;
            fail = Back.GetComponent <ClickItem>().Clicked;
        }

        if (T < 0)
        {
            PlayerPrefs.SetInt("Result", Win);
            Back.GetComponent <PresentResults>().enabled = true;
            Back.GetComponent <GameWall>().enabled       = false;
        }
        else
        {
            T = T - Time.deltaTime;
        }
    }
 void Start()
 {
     ScoreText.enabled = false;
     LivesText.enabled = false;
     RuleText.enabled  = false;
     Progress          = 1;
     Win  = 0;
     T    = PlayerPrefs.GetFloat("PTime");
     tt   = T;
     p1   = Piece1.GetComponent <ClickItem>().Clicked;
     p2   = Piece2.GetComponent <ClickItem>().Clicked;
     p3   = Piece3.GetComponent <ClickItem>().Clicked;
     p4   = Piece4.GetComponent <ClickItem>().Clicked;
     fail = Back.GetComponent <ClickItem>().Clicked;
 }