/// <summary>
        /// Setup for Trail Mode
        /// </summary>
        /// <param name="menuNode">Menu node.</param>
        /// <param name = "planet"></param>
        /// <param name = "autoSelectDifficulty"></param>
        public void Setup(SurfaceMenuNode menuNode, PlanetType planet, bool autoSelectDifficulty = true)
        {
            currentSurfaceNode = menuNode;
            currentPlanet      = planet;
            currentBonusPlanet = null;
            currentMenuNode    = null;
            pillars            = menuNode.transform.GetComponentsInChildren <PillarMenuNode>(true);

            if (autoSelectDifficulty)
            {
                SetupDifficulty(menuNode.LaunchGame);
            }

            SetupMode(true);
            SetupGame(menuNode.LaunchGame);

            CurvedUIAnimator.gameObject.SetActive(true);
            CurvedUIAnimator.Play("bentScreen_hiddenToPrimary");

            TrailName.text        = Localizer.Get("PedestalView.Title.TrialName." + planet + "." + menuNode.LaunchGame);
            TrailDescription.text = Localizer.Get("PedestalView.Description.TrialObjective." + planet + "." + menuNode.LaunchGame);

            if (menuNode.LaunchGame == Game.Duel || menuNode.LaunchGame == Game.Assault)
            {
                Lesson.text = Localizer.Get("PedestalView.Prompt.TrialLesson." + planet + "." + menuNode.LaunchGame + "." + CurrentDifficulty.ToString());
                ChangeBackground(CurrentDifficulty);
            }
            else
            {
                Lesson.text = Localizer.Get("PedestalView.Prompt.TrialLesson." + planet + "." + menuNode.LaunchGame);
                ChangeBackground(CurrentDifficulty, true);
            }
        }
        /// <summary>
        /// Setup for DarkSide Mode
        /// </summary>
        /// <param name="autoSelectDifficulty">If set to <c>true</c> auto select difficulty.</param>
        public void Setup(PillarMenuNode[] darkSidePillars, bool autoSelectDifficulty = true)
        {
            currentSurfaceNode = null;
            currentMenuNode    = null;
            pillars            = darkSidePillars;

            if (autoSelectDifficulty)
            {
                SetupDifficulty(Game.Duel);
            }

            SetupMode(true);
            SetupGame(Game.Duel);

            CurvedUIAnimator.gameObject.SetActive(true);
            CurvedUIAnimator.Play("bentScreen_hiddenToPrimary");
            ChangeBackground(CurrentDifficulty);
        }