private void LoadSaveLua(){
		System.Text.Encoding encodeType = System.Text.Encoding.ASCII;
		string loadedFileSave = "";
		string MapPath = EnvPaths.GetMapsPath();

		loadedFileSave = System.IO.File.ReadAllText(ScenarioData.SaveLua.Replace("/maps/", MapPath), encodeType);

		string loadedFileFunctions = LuaHelper.GetStructureText ("lua_variable_functions.lua");
		//loadedFileFunctions = System.IO.File.ReadAllText(StructurePath + "lua_variable_functions.lua", encodeType);

		string loadedFileEndFunctions = LuaHelper.GetStructureText ("lua_variable_end_functions.lua");
		//loadedFileEndFunctions = System.IO.File.ReadAllText(StructurePath + "lua_variable_end_functions.lua", encodeType);
		
		loadedFileSave = loadedFileFunctions + loadedFileSave + loadedFileEndFunctions;
		
		save = new Lua();
		save.LoadCLRPackage();
		
		try {
			save.DoString(loadedFileSave);
		} catch(NLua.Exceptions.LuaException e) {
			Debug.LogError(ParsingStructureData.FormatException(e), gameObject);
			
			HelperGui.MapLoaded = false;
			return;
		}
		// LoadArea
		ScenarioData.Area = new Rect();
		if(save.GetTable("Scenario.Areas.AREA_1") != null && save.GetTable("Scenario.Areas.AREA_1").ToString() != "null"){
			ScenarioData.DefaultArea = true;
			ScenarioData.Area.x = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[1].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			ScenarioData.Area.y = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[2].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			ScenarioData.Area.width = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[3].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			ScenarioData.Area.height = float.Parse(save.GetTable("Scenario.Areas.AREA_1.rectangle")[4].ToString(), System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
			UpdateArea();
		}
		else{
			ScenarioData.DefaultArea = false;
			HeightmapControler.TerrainMaterial.SetInt("_Area", ScenarioData.DefaultArea?1:0);
			MapElements.SetActive(false);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaX", 0);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaY", 0);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaWidht", ScenarioData.Size.x / 10f);
			HeightmapControler.TerrainMaterial.SetFloat("_AreaHeight", ScenarioData.Size.y / 10f);
		}

		MapCenterPoint = Vector3.zero;
		MapCenterPoint.x = (ScenarioData.Size.x / 20);
		MapCenterPoint.z = -1 * (ScenarioData.Size.y / 20);
		
		// LoadMarkers
		#region Load Markers
		//int MarkersCount = save.GetTable("Scenario.MasterChain._MASTERCHAIN_.Markers").Values.Count;

		Mexes = new List<Mex>();
		Hydros = new List<Hydro>();
		ARMY_ = new List<Army>();
		SiMarkers = new List<Marker>();


		//LuaTable MasterChain = save.GetTable("Scenario.MasterChain._MASTERCHAIN_.Markers") as LuaTable;
		//string[] KeysArray = new string[MarkersCount];
		//MasterChain.Keys.CopyTo(KeysArray, 0);

		LuaHelper.LHTable MarkersTable = new LuaHelper.LHTable(save.GetTable("Scenario.MasterChain._MASTERCHAIN_.Markers"));

		for(int m = 0; m < MarkersTable.Count; m++){
			//LuaTable MarkerTab = MasterChain[KeysArray[m]] as LuaTable;
			LuaHelper.LHTable MarkerTable = new LuaHelper.LHTable(MarkersTable, MarkersTable.Keys[m]);

			Vector3 MarkerPosParsed = Vector3.zero;
			MarkerTable.GetVector3Value("position", out MarkerPosParsed);

			Vector3 MarkerRotParsed = Vector3.zero;
			MarkerTable.GetVector3Value("orientation", out MarkerRotParsed);

			string TypeOfMarker = MarkerTable.GetStringValue("type");

			if(TypeOfMarker == "Mass"){
				Mex newMex = new Mex();
				newMex.name = MarkersTable.Keys[m];
				
				newMex.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				newMex.orientation = MarkerRotParsed;
				
				LuaHelper.ReadSpawnWithArmy(out newMex.SpawnWithArmy, MarkerTable);

				Mexes.Add(newMex);
			}
			else if(TypeOfMarker == "Hydrocarbon"){
				Hydro NewHydro = new Hydro();
				NewHydro.name = MarkersTable.Keys[m];

				NewHydro.size = MarkerTable.GetFloatValue("size");
				NewHydro.amount = MarkerTable.GetFloatValue("amount");
				NewHydro.resource = MarkerTable.GetBoolValue("resource");
				NewHydro.prop = MarkerTable.GetStringValue("prop");

				NewHydro.color = MarkerTable.GetColorValue("color");

				NewHydro.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				NewHydro.orientation = MarkerRotParsed;

				LuaHelper.ReadSpawnWithArmy(out NewHydro.SpawnWithArmy, MarkerTable);

				Hydros.Add(NewHydro);
			}
			else if(MarkersTable.Keys[m].Contains("ARMY_")){
				Army NewArmy = new Army();
				NewArmy.name = MarkersTable.Keys[m];

				NewArmy.Id = int.Parse(MarkersTable.Keys[m].Replace("ARMY_", ""));

				NewArmy.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				NewArmy.orientation = MarkerRotParsed;

				ARMY_.Add(NewArmy);
			}
			else{
				Marker NewMarker = new Marker();
				NewMarker.name = MarkersTable.Keys[m];
				NewMarker.position = HeightmapControler.MapPosInWorld(MarkerPosParsed);
				NewMarker.orientation = MarkerRotParsed;

				NewMarker.type = TypeOfMarker;
				NewMarker.prop = MarkerTable.GetStringValue("prop");

				// HINT
				NewMarker.hintValue = MarkerTable.GetStringValue("hint");
				NewMarker.hint = MarkerTable.GetBoolValue("hint");

				// GRAPH
				NewMarker.graph = MarkerTable.GetStringValue("graph");

				// adjacentTo
				NewMarker.adjacentTo = MarkerTable.GetStringValue("adjacentTo");


				// Color
				if (!string.IsNullOrEmpty(MarkerTable.GetStringValue("color"))) {
					//Color MyColor = Color.white;
					//ColorUtility.TryParseHtmlString (MarkerTable.GetStringValue("color"), out MyColor);
					NewMarker.Kolor = MarkerTable.GetColorValue("color");

				} else
					NewMarker.Kolor = Color.white;
				

				LuaHelper.ReadSpawnWithArmy(out NewMarker.SpawnWithArmy, MarkerTable);

				SiMarkers.Add(NewMarker);
			}
		}

		SortArmys();

		MexTotalCount = Mexes.Count;
		HydrosTotalCount = Hydros.Count;
		SiTotalCount = SiMarkers.Count;
		#endregion

		#region Load Army Save
		SaveArmys = new List<SaveArmy> ();
		LuaHelper.LHTable ArmiesTable = new LuaHelper.LHTable(save.GetTable("Scenario.Armies"));

		for(int m = 0; m < ArmiesTable.Count; m++){
			LuaHelper.LHTable ArmyTable = new LuaHelper.LHTable(ArmiesTable, ArmiesTable.Keys[m]);
			SaveArmy NewArmy = new SaveArmy();
			NewArmy.Name = ArmiesTable.Keys[m];

			AddSaveArmyMarker(NewArmy.Name);

			NewArmy.personality = ArmyTable.GetStringValue("personality");
			NewArmy.plans = ArmyTable.GetStringValue("plans");
			NewArmy.color = ArmyTable.GetIntValue("color");
			NewArmy.faction = ArmyTable.GetIntValue("faction");

			LuaHelper.LHTable EconomyTable = new LuaHelper.LHTable(ArmyTable, "Economy");
			NewArmy.EconomyMass = EconomyTable.GetIntValue("mass");
			NewArmy.EconomyEnergy = EconomyTable.GetIntValue("energy");

			NewArmy.Alliances = ArmyTable.GetStringArrayValue("Alliances");


			// Get units

			NewArmy.UnitsOrders = "";
			NewArmy.UnitsPlatoon = "";
			NewArmy.Units = new List<UnitGroup>();
			LuaHelper.LHTable ArmyUnitsTable;
			ArmyTable.GetLuaArmyGroup("Units", out NewArmy.UnitsOrders, out NewArmy.UnitsPlatoon, out ArmyUnitsTable);

		
			for(int i = 0; i < ArmyUnitsTable.Count; i++){
				UnitGroup NewUnitGroup = new UnitGroup();
				NewUnitGroup.Name = ArmyUnitsTable.Keys[i];

				LuaHelper.LHTable UnitsGroupTable;
				ArmyUnitsTable.GetLuaArmyGroup(ArmyUnitsTable.Keys[i], out NewUnitGroup.orders, out NewUnitGroup.platoon, out UnitsGroupTable);

				for(int u = 0; u < UnitsGroupTable.Count; u++){
					Unit NewUnit = new Unit();
					LuaHelper.LHTable UnitTable = new LuaHelper.LHTable(UnitsGroupTable, UnitsGroupTable.Keys[u]);

					NewUnit.Name = UnitsGroupTable.Keys[u];
					NewUnit.type = UnitTable.GetStringValue("type");
					NewUnit.orders = UnitTable.GetStringValue("orders");
					NewUnit.platoon = UnitTable.GetStringValue("platoon");
					UnitTable.GetVector3Value("Position", out NewUnit.Position);
					UnitTable.GetVector3Value("Orientation", out NewUnit.Orientation);

					NewUnitGroup.Units.Add(NewUnit);
				}

				NewArmy.Units.Add(NewUnitGroup);
			}
				
			SaveArmys.Add(NewArmy);
		}

		#endregion
	}
	public void AddSaveArmy(string name){
		SaveArmy NewArmy = new SaveArmy ();
		NewArmy.Name = name;
		SaveArmys.Add (NewArmy);
	}