public void NewGame(int direction)
    {
        if (currentGameBlock)
        {
            currentGameBlock.gameObject.SetActive(false);
        }

        global.activeGame += direction;
        if (global.activeGame < 0)
        {
            global.activeGame = gameBlocks.Count - 1;
        }
        else if (global.activeGame > gameBlocks.Count - 1)
        {
            global.activeGame = 0;
        }

        currentGameBlock = gameBlocks[global.activeGame];
        currentGameBlock.gameObject.SetActive(true);
        gameShakeController.ShakeGameObject(gameShakeController.gameObject, gameShakeDuration, gameDecreasePoint);
        UpdateListTrackerCubeMaterials(gameListCubes, global.activeGame, unlockedGames);
    }
    public void NewMap(int direction)
    {
        if (currentMapBlock)
        {
            currentMapBlock.gameObject.SetActive(false);
        }

        global.activeMap += direction;
        if (global.activeMap < 0)
        {
            global.activeMap = mapBlocks.Count - 1;
        }
        else if (global.activeMap > mapBlocks.Count - 1)
        {
            global.activeMap = 0;
        }

        currentMapBlock = mapBlocks[global.activeMap];
        currentMapBlock.gameObject.SetActive(true);
        mapShakeController.ShakeGameObject(mapShakeController.gameObject, mapShakeDuration, mapDecreasePoint);
        UpdateListTrackerCubeMaterials(mapListCubes, global.activeMap, unlockedMaps);
    }