void Awake() {
     instance = this;
     thisObject = this.transform.gameObject;
     this._count = 0;
     //this._totalBlocks = this._row * this._col;
     //this._blocksPerPage = (this._row * this._col) / 2;
     this._blocksPerPage = this._row * this._col;
     this._totalBlocks = MazeInfo.MaxMazeLength;
     this.totalPages = this._totalBlocks / this._blocksPerPage;
     this.currentPage = 0;
     this._aLevelBlocks = new GameObject[this._totalBlocks];
     this._levelBlocks = new List<GameObject>();
 }
 void Awake()
 {
     instance    = this;
     thisObject  = this.transform.gameObject;
     this._count = 0;
     //this._totalBlocks = this._row * this._col;
     //this._blocksPerPage = (this._row * this._col) / 2;
     this._blocksPerPage = this._row * this._col;
     this._totalBlocks   = MazeInfo.MaxMazeLength;
     this.totalPages     = this._totalBlocks / this._blocksPerPage;
     this.currentPage    = 0;
     this._aLevelBlocks  = new GameObject[this._totalBlocks];
     this._levelBlocks   = new List <GameObject>();
 }