using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameManager : MonoBehaviour
{
    public static GameManager instance = null;



    /// <summary>
    ///         PUBLIC:
    /// </summary>
    [SerializeField]
    List<GameObject> levelRooms;

    [SerializeField]
    public List<EvidenceUI> currentCaseSolution;

    /// <summary>
    ///         PRIVATE:
    /// </summary>

    void Awake()
    {
        //Check if instance already exists. If not, set instance to this.
        if (instance == null)
            instance = this;

        //If instance already exists and it's not this, then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
        else if (instance != this)
            Destroy(gameObject);

        //Sets this to not be destroyed when reloading scene.
        DontDestroyOnLoad(gameObject);

    }


    // Use this for initialization
    void Start()
    {

        Object[] roomObjectList = FindObjectsOfType(typeof(RoomScript));

        for (int i = 0; i < roomObjectList.Length; i++)
        {
            GameObject g = roomObjectList[i] as GameObject;

            levelRooms.Add(g);
        }
    }

    // Update is called once per frame
    void Update()
    {

    }
}