public void checkLanguage()
    {
        //This is the case when we start menu for the first time in a game
        if (ActualLanguage.actualLanguage == null)
        {
            //This condition makes sure the player starts the game for the first time.
            LanguageFileInfo languageSave = SaveSystem.LoadLanguage();
            if (languageSave == null)
            {
                if (subject)
                {
                    //If no actual save is stored, it means the game is starting
                    spawnLanguage();
                    inOption      = true;
                    passCinematic = timeline.gameObject.GetComponent <passCinematicScript>();
                    passCinematic.disable();
                }
            }
            else //We go there if the player starts the game after the first time
            {
                //In this case a language is already selected, we just have to put it in ActualLanguage
                ActualLanguage.actualLanguage = languageSave.Clone();

                //In this case, we need to update all texts now
                RefreshAllText();
                checkSave();
            }
        }
        else
        {
            //If ActualLanguage is filled, then there is no need to do anything
            checkSave();
        }
    }
    public void OutOfLanguage()
    {
        GameObject.FindGameObjectsWithTag("InputHandler")[0].GetComponent <InputHandler>().addObserver(this);

        if (timeline)
        {
            passCinematic = timeline.gameObject.GetComponent <passCinematicScript>();
            passCinematic.doEnable();
        }
        checkSave();
    }
 public void checkSave()
 {
     if (ActualSave.actualSave == null)
     {
         if (subject)
         {
             //If no actual save is stored, it means the game is starting
             spawnSave();
             inOption = true;
             //timeline.Pause();
             if (timeline)
             {
                 passCinematic = timeline.gameObject.GetComponent <passCinematicScript>();
                 passCinematic.disable();
             }
         }
     }
     else
     {
         UpdateProgress();
     }
     //Debug.Log(ActualSave.actualSave + " " + ActualSave.saveSlot);
 }