PlayStateScene1_2: (2 of 2 available States in Scene1)

using UnityEngine;
using Assets.Code.Interfaces;

namespace Assets.Code.States
{
  public class PlayStateScene1_2 : IStateBase
  {
    private StateManager manager;
    private GameObject player;
    private PlayerControl controller;

    public PlayStateScene1_2 (StateManager managerRef)
    {
      manager = managerRef;
      player = GameObject.Find("Player");
      controller = player.GetComponent<PlayerControl>();
      
      foreach(GameObject camera in                 manager.gameDataRef.cameras)
      {
        if(camera.name != "Following 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);
      }
      
      if(Input.GetKeyDown(KeyCode.LeftControl))
      {
        controller.FireEnergyPulse();
      }
    }

    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 1 for 
        Level 1, State 1"))
        || Input.GetKeyUp(KeyCode.Alpha1))
      {
        manager.SwitchState(new                 PlayStateScene1_1(manager));
      }
            
      GUI.Box(new Rect(Screen.width - 110,10,100,25),
        string.Format("Lives left: "+               manager.gameDataRef.playerLives));
    }
  }
}
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