PlayStateScene2

using UnityEngine;
using Assets.Code.Interfaces;

namespace Assets.Code.States
{
  public class PlayStateScene2 : IStateBase
  {
    private StateManager manager;
    private GameObject player;
    private PlayerControl controller;

    public PlayStateScene2 (StateManager managerRef)
    {
      manager = managerRef;
      if(Application.loadedLevelName != "Scene2")
        Application.LoadLevel("Scene2");
      
      player = GameObject.Find("Player");
      controller = player.GetComponent<PlayerControl>();
      player.rigidbody.isKinematic = false;
      
      foreach(var 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                   LostStateScene2(manager));
        manager.gameDataRef.ResetPlayer();
        player.rigidbody.isKinematic = true;
        player.transform.position = new 
          Vector3(50, .5f, 40);
      }
      
      if(manager.gameDataRef.score >= 5)
      {
        manager.SwitchState(new                   WonStateScene2(manager));
        player.rigidbody.isKinematic = true;
      }
      
      if(Input.GetKey(KeyCode.LeftControl))
      {
        controller.FireEnergyPulse();
      }
    }

    public void ShowIt()
    {
      GUI.Box(new Rect(10,10,100,25),
        string.Format("Score: "+                 manager.gameDataRef.score));

      GUI.Box(new Rect(Screen.width - 110,10,100,25),
        string.Format("Lives left: "+               manager.gameDataRef.playerLives));
    }
  }
}
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