public void ReMatchBtn()
    {
        time = 0;
        LossObj.SetActive(false);
        //PlayObj.SetActive(true);

        PlayerPrefs.SetInt("goal", 0);

        can.GetComponent <CanvasGroup>().interactable = true;

        SceneManager.LoadScene("Play");
    }
    // Update is called once per frame
    void Update()
    {
        time += Time.deltaTime;
        print(Mathf.FloorToInt(time));

        goal = PlayerPrefs.GetInt("goal", goal);

        //if (Input.GetKey(KeyCode.LeftArrow))
        //{
        //    float x = Mathf.Clamp(transform.position.x - speed, 50, Screen.width - 50); //to restrict the movement field of Player: pos var to control, min range, max
        //    transform.position = new Vector2(x, transform.position.y);  //tranform the pos on key press
        //}

        //if (Input.GetKey(KeyCode.RightArrow))
        //{
        //    float x = Mathf.Clamp(transform.position.x + speed, 50, Screen.width - 50);
        //    transform.position = new Vector2(x, transform.position.y);
        //}

        //if (Input.GetKey(KeyCode.UpArrow))
        //{
        //    float y = Mathf.Clamp(transform.position.y + speed, 50, Screen.height - 50);
        //    transform.position = new Vector2(transform.position.x, y);
        //}

        //if (Input.GetKey(KeyCode.DownArrow))
        //{
        //    float y = Mathf.Clamp(transform.position.y - speed, 50, Screen.height - 50);
        //    transform.position = new Vector2(transform.position.x, y);
        //}


        if (Input.GetKey(KeyCode.LeftArrow))
        {
            //Player.velocity = new Vector2(-100, 0); //just on once key press Player will move with speed of 100 in left direction
            Player.velocity = Vector2.left * velocity;  //vector2.left = vector(-1,0) and * velocity means (-1,0)*150
            //Player.AddForce(Vector2.left * velocity);   //add force in left direction of (-1,0)*velocity which is (-150,0)
        }

        if (Input.GetKey(KeyCode.RightArrow))
        {
            //Player.velocity = new Vector2(100, 0);
            Player.velocity = Vector2.right * velocity;
            //Player.AddForce(Vector2.right * velocity);
        }

        if (Input.GetKey(KeyCode.UpArrow))
        {
            //Player.velocity = new Vector2(0, 100);
            Player.velocity = Vector2.up * velocity;
            //Player.AddForce(Vector2.up * velocity);
        }

        if (Input.GetKey(KeyCode.DownArrow))
        {
            //Player.velocity = new Vector2(0, -100);
            Player.velocity = Vector2.down * velocity;
            //Player.AddForce(Vector2.down * velocity);
        }

        //if(Input.GetKeyUp(KeyCode.LeftArrow))
        //{
        //    Player.velocity = Vector2.zero; //on release of key Player will stop & vector2.zero = (0,0)
        //}
        //if (Input.GetKeyUp(KeyCode.RightArrow))
        //{
        //    Player.velocity = Vector2.zero;
        //}
        //if (Input.GetKeyUp(KeyCode.UpArrow))
        //{
        //    Player.velocity = Vector2.zero;
        //}
        //if (Input.GetKeyUp(KeyCode.DownArrow))
        //{
        //    Player.velocity = Vector2.zero;
        //}

        //PlayerPrefs.GetInt("goal");
        ScoreBoard.text = "GOAlS:" + goal + "";

        //PlayerPrefs.GetInt("score");
        //ScoreBoard.text = "SCORE:" + score + "";

        if (time >= TimeLimit[LevelNo - 1])
        {
            if (goal >= Target[LevelNo - 1])
            {
                can.GetComponent <CanvasGroup>().interactable = false;
                WinObj.SetActive(true);
                PlayObj.SetActive(false);
                print("win");
                LevelNo++;
            }
            else
            {
                can.GetComponent <CanvasGroup>().interactable = false;
                LossObj.SetActive(true);
                PlayObj.SetActive(false);
                print("lose");
            }
        }
        else
        {
            if (goal >= Target[LevelNo - 1])
            {
                can.GetComponent <CanvasGroup>().interactable = false;
                WinObj.SetActive(true);
                PlayObj.SetActive(false);
                print("win");
                LevelNo++;
            }
        }
    }
 public void HomeBtn()
 {
     WinObj.SetActive(false);
     LossObj.SetActive(false);
     SceneManager.LoadScene("Home");
 }