/**
     * Actualiza la informaciĆ³n de la ventana "Positions(0/0)".
     * @return void
     */
    public void UpdatePositionLog()
    {
        int    nSync      = 0;
        string auxLog     = "";
        string auxSyncLog = "";

        // Get positions name and sync state
        for (int i = 0; i < targetControl.Count(); i++)
        {
            TargetModel model = targetControl.GetTarget(i).GetComponent <TargetModel>();
            auxLog += model.GetName() + "\n";

            if (!model.GetSync())
            {
                auxSyncLog += "No sync" + "\n";
            }
            else
            {
                auxSyncLog += "\n";
                nSync++;
            }
        }
        // Write positions name
        positionLog.text = auxLog;
        // Write positions sync state
        positionSyncLog.text = auxSyncLog;
        // Fix containers to fit names
        AdjustContent(positionLog.gameObject, contentPositionLog);

        // Count data
        UpdateCountData(nSync, targetControl.Count());
    }
    /**
     * Guarda las posiciones actuales y sus datos en el fichero "backup.txt". (normal|relative) name x y z p r (relativeTo).
     * @return void
     */
    public void Save()
    {
        string[] lines = new string[targetControl.Count()];

        // Get positions data
        for (int i = 0; i < targetControl.Count(); i++)
        {
            string      aux    = "";
            TargetModel target = targetControl.GetTarget(i).GetComponent <TargetModel>();

            // Relative position?
            if (target.GetRelativeTo() == null)
            {
                aux += NORMAL + " ";
                aux += target.GetName() + " ";
                aux += target.GetPositionInScorbot().x + " ";
                aux += target.GetPositionInScorbot().y + " ";
                aux += target.GetPositionInScorbot().z + " ";
                aux += target.GetPitch() + " ";
                aux += target.GetRoll();
            }
            else
            {
                aux += RELATIVE + " ";
                aux += target.GetName() + " ";
                aux += target.GetRelativePosInScorbot().x + " ";
                aux += target.GetRelativePosInScorbot().y + " ";
                aux += target.GetRelativePosInScorbot().z + " ";
                aux += target.GetRelativeP() + " ";
                aux += target.GetRelativeR() + " ";
                aux += target.GetRelativeTo().GetComponent <TargetModel>().GetName();
            }

            lines[i] = aux;
        }

        // Overwrite everything
        System.IO.File.WriteAllLines(BACKUP_FILE, lines);

        gameController.backupFileOutput.text = "File saved.";
    }