void Awake()
    {
        _SM = Score.ScoreManager.GetInstance();

        string getdata_string = _SM.GetData_txt(true);
        SetScore(getdata_string);
    }
        public static ScoreManager GetInstance()
        {
            if (!instance)
            {
                GameObject get_inst = ((GameObject)GameObject.FindObjectOfType(typeof(ScoreManager)));
                if (!get_inst){
                    get_inst = new GameObject("ScoreManager");
                    instance = get_inst.AddComponent<ScoreManager>();
                    GameObject.DontDestroyOnLoad(get_inst);
                }
            }

            return instance;
        }
    // Use this for initialization
    void Start()
    {
        _SM = Score.ScoreManager.GetInstance();

        //Hide textLables
        TimerLabel.gameObject.SetActive(false);
        ScoreLabel.gameObject.SetActive(false);

        //Load csv data file
        TextAsset data_text = Resources.Load("Data") as TextAsset;
        string[] datas;
        cubeProp_list = new List<Cube.CubeProp>();

        //Parse datas
        if( data_text.text != "" ){
            datas = data_text.ToString().Split("\n"[0]);
            foreach( string data in datas ){
                string[] split_data = data.ToString().Split(","[0]);

                switch(split_data[0]){
                case "cude_rand_cnt":
                    initial_cube_count = int.Parse(split_data[1]);
                    break;
                case "cube":
                    int hex_decimal = int.Parse(split_data[2]);
                    Color hex_ = ToColor(hex_decimal);

                    cubeProp_list.Add ( new Cube.CubeProp() );
                    cubeProp_list[cubeProp_list.Count-1].type_id = cubeProp_list.Count-1;
                    cubeProp_list[cubeProp_list.Count-1].score = int.Parse(split_data[3]);
                    cubeProp_list[cubeProp_list.Count-1]._color = hex_;
                    break;
                }
            }

            //Set Animation just play once time.
        //			anim_countDown.wrapMode = WrapMode.Once;

            //As sphere should able to be control when game is start. set as disable.
            sphere.SetEnable(false);

            //pre-set the gameState on ready
            state = GameState.ready;

            //Do 3 secounds count down before game start
            timeCountTime = timerTime_ready;

            //Pre-gen the 10 cubes
            for(int i = 0 ; i < initial_cube_count ; i++)
                creat_cude();

        }else{
                Debug.LogError( "Data file is missing!!" );
        }
    }