// TODO: I don't like this private void SceneManager_activeSceneChanged(Scene oldScene, Scene newScene) { GlobalValues.Init(); switch (newScene.name) { case "Stage1": GlobalValues.CurrentStage = Stage1.Instance; break; case "Stage2": GlobalValues.CurrentStage = Stage2.Instance; break; case "Stage3": GlobalValues.CurrentStage = Stage3.Instance; break; default: GlobalValues.CurrentStage = null; break; } }