void DoGUI()
 {
     if (info != null)
     {
         currentText = (menuNavigation.buttons[menuNavigation.currentSelection].name).ToString() + "\n" +
                       "Best Score: " + levelManager.getBestScore(menuNavigation.buttons[menuNavigation.currentSelection].name).ToString();
         if (levelManager.getIsUnlocked(menuNavigation.buttons[menuNavigation.currentSelection].name) == 0)
         {
             currentText = currentText + "\nLOCKED";
         }
         info.text = currentText;
     }
 }
    void Update()
    {
        // check to see if we're not still pressing select so we don't immediately select something
        if (!Input.GetButton("Select"))
        {
            canSelect = true;
        }

        if (GetComponent <MenuNavigation>().isActive)
        {
            if (Input.GetButtonDown("Select") && canSelect)
            {
                select.Play();
                switch (GetComponent <MenuNavigation>().currentSelection)
                {
                case 10:
                    Debug.Log("level 11");
                    if (levelManager.getIsUnlocked("Level 11") == 1)
                    {
                        SceneManager.LoadScene(11);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 9:
                    Debug.Log("level 10");
                    if (levelManager.getIsUnlocked("Level 10") == 1)
                    {
                        SceneManager.LoadScene(10);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 8:
                    Debug.Log("level 9");
                    if (levelManager.getIsUnlocked("Level 9") == 1)
                    {
                        SceneManager.LoadScene(9);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 7:
                    Debug.Log("level 8");
                    if (levelManager.getIsUnlocked("Level 8") == 1)
                    {
                        SceneManager.LoadScene(8);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 6:
                    Debug.Log("level 7");
                    if (levelManager.getIsUnlocked("Level 7") == 1)
                    {
                        SceneManager.LoadScene(7);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 5:
                    Debug.Log("level 6");
                    if (levelManager.getIsUnlocked("Level 6") == 1)
                    {
                        SceneManager.LoadScene(6);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 4:
                    Debug.Log("level 5");
                    if (levelManager.getIsUnlocked("Level 5") == 1)
                    {
                        SceneManager.LoadScene(5);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 3:
                    Debug.Log("level 4");
                    if (levelManager.getIsUnlocked("Level 4") == 1)
                    {
                        SceneManager.LoadScene(4);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 2:
                    Debug.Log("level 3");
                    if (levelManager.getIsUnlocked("Level 3") == 1)
                    {
                        SceneManager.LoadScene(3);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 1:
                    Debug.Log("level 2");
                    if (levelManager.getIsUnlocked("Level 2") == 1)
                    {
                        SceneManager.LoadScene(2);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;

                case 0:
                    Debug.Log("level 1");
                    if (levelManager.getIsUnlocked("Level 1") == 1)
                    {
                        SceneManager.LoadScene(1);
                    }
                    else
                    {
                        Debug.Log("level locked");
                    }
                    break;
                }
            }
        }
        else
        {
            canSelect = false;
        }
    }