/// <summary>
        /// Loads the spawn data from file.
        /// </summary>
        /// <returns> True loading was successful </returns>
        public bool LoadSpawns()
        {
            string sceneName = SceneManager.GetActiveScene().name;
            string fileName  = "Generated/Spawns/Enemy Spawns " + sceneName;

            TextAsset file = UnityEngine.Resources.Load(fileName) as TextAsset;

            if (!file)
            {
                Debug.LogError("No Spawn Data");
                return(false);
            }

            BinaryFormatter bFormatter = new BinaryFormatter();

            using (Stream stream = new MemoryStream(file.bytes))
            {
                EnemyAllSpawnData spawnData = (EnemyAllSpawnData)bFormatter.Deserialize(stream);
                foreach (EnemySpawnData data in spawnData.allSpawns)
                {
                    for (int i = 0; i < enemySpawnPoints.Count; i++)
                    {
                        if (int.Parse(enemySpawnPoints[i].gameObject.name) == data.blockId)
                        {
                            enemySpawnPoints[i].LoadData(data.blockId, data.spawnGroupData);
                            break;
                        }
                    }
                }
            }

            Debug.Log("Spawns Loaded");
            return(true);
        }
        /// <summary>
        /// Saves the spawn data to file.
        /// </summary>
        public void SaveSpawns()
        {
            ReloadData();

            BinaryFormatter bFormatter = new BinaryFormatter();
            FileStream      fStream    = File.Create(Application.dataPath + "/Resources/Generated/Spawns/Enemy Spawns " + SceneManager.GetActiveScene().name + Extension);

            EnemyAllSpawnData spawnData = new EnemyAllSpawnData(enemySpawnPoints);

            bFormatter.Serialize(fStream, spawnData);
            fStream.Close();

            Debug.Log("Spawns Saved");
        }