// Use this for initialization
    void Start()
    {
        _connectomeLabels = Resources.Load("Prefabs/ConnectomeLabel") as GameObject;
        _HUD = Resources.Load("Prefabs/HUD") as GameObject;

        _representationType  = representationTypes.Anatomy;
        _classificationType  = classificationTypes.Anatomy;
        classificationName   = "anatomy";
        connectomeRegionName = "leftCerebellum";

        classificationColumn.Add("anatomy", 1);
        classificationColumn.Add("embeddness", 2);
        classificationColumn.Add("richclub", 3);
    }
    public bool DetectClassificationEnum()
    {
        changeClassificationEbum = false;

        if (_classificationType != _prevClassificationType)
        {
            if (labelText != null)
            {
                Destroy(labelText);
            }
            if (HUDpanel != null)
            {
                Destroy(HUDpanel);
            }

            foreach (GameObject node in Nodes)
            {
                if (node != null)
                {
                    Destroy(node);
                }
            }
            foreach (GameObject edge in Edges)
            {
                if (edge != null)
                {
                    Destroy(edge);
                }
            }

            switch (_classificationType)
            {
            case classificationTypes.Anatomy:

                classificationName       = "anatomy";
                changeClassificationEbum = true;
                _prevClassificationType  = classificationTypes.Anatomy;
                break;

            case classificationTypes.Embeddness:

                classificationName       = "embeddness";
                changeClassificationEbum = true;
                _prevClassificationType  = classificationTypes.Embeddness;
                break;

            case classificationTypes.RichClub:

                classificationName       = "richclub";
                changeClassificationEbum = true;
                _prevClassificationType  = classificationTypes.RichClub;
                break;

            case classificationTypes.None:

                classificationName      = string.Empty;
                _prevClassificationType = classificationTypes.None;
                break;
            }
            changeClassificationEbum = true;
        }
        return(changeClassificationEbum);
    }