PlayStateScene1_1: (1 of 2 available States in Scene1)

using UnityEngine;
using System.Collections;
using Assets.Code.Interfaces;

namespace Assets.Code.States
{
  public class PlayStateScene1_1 : IStateBase
  {
    private StateManager manager;
    private GameObject player;

    public PlayStateScene1_1 (StateManager managerRef)
    {
      manager = managerRef;
      if(Application.loadedLevelName != "Scene1")
        Application.LoadLevel("Scene1");
      
      player = GameObject.Find("Player");
      player.rigidbody.isKinematic = false;
            
      foreach(GameObject camera in                 manager.gameDataRef.cameras)
      {
        if(camera.name != "LookAt Camera")
          camera.SetActive(false);
        else
          camera.SetActive(true);
      }
    }
  
    public void StateUpdate()
    {
      if(manager.gameDataRef.playerLives <= 0)
      {
        manager.SwitchState(new                   LostStateScene1(manager));
        manager.gameDataRef.ResetPlayer();
        player.rigidbody.isKinematic = true;
        player.transform.position = new 
          Vector3(50, .5f, 40);
      }
      
      if(manager.gameDataRef.score >= 2)
      {
        manager.SwitchState(new                   WonStateScene1(manager));
        player.rigidbody.isKinematic = true;
        player.transform.position = new 
          Vector3(50, .5f, 40);
      }
    }

    public void ShowIt()
    {
      GUI.Box(new Rect(10,10,100,25),
        string.Format("Score: "+                 manager.gameDataRef.score));
      
      if(GUI.Button(new 
        Rect(Screen.width/2 - 130, 10, 260, 30),
        string.Format("Click here or Press 2 for 
        Level 1, State 2"))
        || Input.GetKeyUp(KeyCode.Alpha2))
      {
        manager.SwitchState(new                   PlayStateScene1_2(manager));
      }
      
      GUI.Box(new Rect(Screen.width - 110,10,100,25),
        string.Format("Lives left: "+               manager.gameDataRef.playerLives));
    }
  }
}
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