void Start ()
	{
		//_jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 1.0f : -0.9f ) * 2f + Vector3.up * 2f, Quaternion.identity );
		//_jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove;
		//_jumpingArrowInstant.transform.parent = transform;
		//_jumpingArrowInstant.transform.localScale *= 2f;

		_mySelectedcomponent = GetComponent < SelectedComponenent > ();
		if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false );
	}
	void Start ()
	{
		if ( ! dontShowArrow )
		{
			_jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 0.9f + moveUp : -0.9f + moveUp ) * TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor + Vector3.up, Quaternion.identity );
			_jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove;
			_jumpingArrowInstant.transform.parent = transform;
			_jumpingArrowInstant.transform.localScale *= TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor;
		}

		_mySelectedcomponent = GetComponent < SelectedComponenent > ();
		if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false );
		else
		{
			_mySelectedcomponent = gameObject.AddComponent < SelectedComponenent > ();
			_mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false );
		}
	}
	void Start ()
	{
		_myTutorialStep = TutorialsManager.getInstance ().getCurrentTutorialStep ();
		bool createJumpingArrow = true;
		switch ( _myTutorialStep.type )
		{
			case TutorialsManager.TUTORIAL_OBJECT_TYPE_TAP_ATTACK_BUTTON:
				createJumpingArrow = false;
				break;
		}
		
		if ( createJumpingArrow )
		{
			if ( _myTutorialStep.highLightWithHand )
			{
				_tutorialHandInstant = ( GameObject ) Instantiate ( _tutorialHandPrefab, transform.position + Vector3.up + Vector3.back *  _myTutorialStep.handMove, _tutorialHandPrefab.transform.rotation );
				_tutorialHandInstant.transform.parent = transform.parent;
				_tutorialHandInstant.AddComponent < SimulateTapControl > ().scale = VectorTools.cloneVector3 ( _tutorialHandInstant.transform.localScale );

				_tileMarkInstant = ( GameObject ) Instantiate ( _tileMarkPrefab, transform.parent.position + Vector3.down * 0.25f + Vector3.forward * 0.5f, _tileMarkPrefab.transform.rotation );
				SelectedComponenent currentSelectedComponenent = _tileMarkInstant.AddComponent < SelectedComponenent > ();
				currentSelectedComponenent.setSelectedForPulsingCharacterMark ( true, 1.5f );
			}
			else
			{
				_jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 2.3f : -1f ) * TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor + Vector3.up, Quaternion.identity );
				_jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove;
				_jumpingArrowInstant.transform.parent = transform;
				_jumpingArrowInstant.transform.localScale *= TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor;
			}
		}

		TutorialsManager.getInstance ().objectToBeDestoryedOnNextStep = _jumpingArrowInstant;
		
		_mySelectedcomponent = GetComponent < SelectedComponenent > ();
		if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false );
	}