public void UnlockNewShaft()
    {
        ShaftController newShaft = Instantiate(_shaftObject, _shaftsTransform.transform);

        newShaft.transform.position += _offset * _gameData.Shafts.Count;
        _listOfShaftObjects.Add(newShaft);
        _gameData.Shafts.Add(newShaft.CreateShaft(_nextShaftNummer));
        _nextShaftNummer++;
    }
 private void SetupSavegame()
 {
     if (_gameData.Shafts.Count == 0)
     {
         UnlockNewShaft();
     }
     else
     {
         foreach (var shaft in _gameData.Shafts)
         {
             ShaftController newShaft = Instantiate(_shaftObject, _shaftsTransform.transform);
             newShaft.SetShaft(shaft);
             newShaft.transform.position += _offset * shaft.ShaftNummer;
             _listOfShaftObjects.Add(newShaft);
             _nextShaftNummer = shaft.ShaftNummer;
         }
     }
 }