void Start()
    {
        groundCount = 0;

        WorldData data = SaveLogic.LoadWorld();

        saveExists = data.savedGame;

        mouseRotatorScript.enabled = false;

        GroundBuild();
        HighwayBuild();
    }
    public void LoadWorld()
    {
        WorldData data = SaveLogic.LoadWorld();

        worldScript.objects    = data.objects;
        worldScript.Xpositions = data.Xpositions;
        worldScript.Ypositions = data.Ypositions;
        worldScript.Zpositions = data.Zpositions;

        goldScript.gold                    = data.gold;
        populationScript.population        = data.population;
        populationScript.residentHappiness = data.residenthappiness;

        placementScript.houses = data.houses;

        worldScript.residents = data.residents;

        existingHouses = GameObject.FindGameObjectsWithTag("Build");

        for (int i = 0; i < existingHouses.Length; i++)
        {
            Destroy(existingHouses[i]);
        }
        existingRoads = GameObject.FindGameObjectsWithTag("Road");

        for (int i = 0; i < existingRoads.Length; i++)
        {
            Destroy(existingRoads[i]);
        }
        existingTerrain = GameObject.FindGameObjectsWithTag("Terrain");

        for (int i = 0; i < existingHouses.Length; i++)
        {
            Destroy(existingTerrain[i]);
        }

        for (int i = 0; i < worldScript.objects.Length; i++)
        {
            if (data.objects[i] == "House1")
            {
                prefab        = House1;
                houseCapacity = 5;
            }
            else if (data.objects[i] == "House2")
            {
                prefab        = House2;
                houseCapacity = 8;
            }
            else if (data.objects[i] == "tree")
            {
                prefab = tree;
            }
            else if (data.objects[i] == "tree1")
            {
                prefab = tree1;
            }
            else if (data.objects[i] == "tree2")
            {
                prefab = tree2;
            }
            else if (data.objects[i] == "road")
            {
                prefab = road;
            }
            else if (data.objects[i] == "cornerRoad")
            {
                prefab = cornerRoad;
            }
            else if (data.objects[i] == "cornerRoadLeftBottom")
            {
                prefab = cornerRoadLeftBottom;
            }
            else if (data.objects[i] == "cornerRoadRightTop")
            {
                prefab = cornerRoadRightTop;
            }
            else if (data.objects[i] == "cornerRoadRightBottom")
            {
                prefab = cornerRoadRightBottom;
            }
            else if (data.objects[i] == "3wayRoad")
            {
                prefab = threeWayRoad;
            }
            else if (data.objects[i] == "3wayRoadLeft")
            {
                prefab = threeWayRoadLeft;
            }
            else if (data.objects[i] == "3wayRoadUpwards")
            {
                prefab = threeWayRoadUpwards;
            }
            else if (data.objects[i] == "3wayRoadDown")
            {
                prefab = threeWayRoadDown;
            }
            else if (data.objects[i] == "4cornerRoad")
            {
                prefab = fourCornerRoad;
            }
            else if (data.objects[i] == "roadVertical")
            {
                prefab = roadVertical;
            }
            else
            {
                prefab = null;
            }

            if (prefab != null)
            {
                currentObject = Instantiate(prefab);
                currentObject.transform.SetPositionAndRotation(new Vector3(data.Xpositions[i], data.Ypositions[i], data.Zpositions[i]), currentObject.transform.rotation);
                if (prefab == House1 || prefab == House2)
                {
                    HouseLogic houseScript = currentObject.GetComponent <HouseLogic>();
                    houseScript.capacity    = houseCapacity;
                    houseScript.houseNumber = i;
                }
                if (prefab.tag == "Road")
                {
                    currentObject.name = "Road" + i;
                }
                if (currentObject.tag == "Terrain")
                {
                    currentObject.name = "Tree" + i;
                }
            }
        }
    }