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

[System.Serializable]
public class CurrentGameData {

    public enum SessionStateEnum {
        None,
        InProgress,
        FinishedWithSuccess,
        FinishedWithFailure
    }

    [SerializeField]
    private SessionStateEnum sessionState = SessionStateEnum.None;
    public SessionStateEnum SessionState { get { return this.sessionState; } set { this.sessionState = value; } }

    [SerializeField]
    private float difficulty = 1;
    public float Difficulty { get { return this.difficulty; } set { this.difficulty = value; } }

    [SerializeField]
    private uint zombies = 0;
    public uint Zombies { get { return this.zombies; } set { this.zombies = value; } }

    [SerializeField]
    private uint mapSize = 0;
    public uint MapSize { get { return this.mapSize; } set { this.mapSize = value; } }

    [SerializeField]
    private uint zombiesKilled = 0;
    public uint ZombiesKilled { get { return this.zombiesKilled; } set { this.zombiesKilled = value; } }

    [SerializeField]
    private long sessionTimeTicks = 0;
    public TimeSpan SessionTime { get { return TimeSpan.FromTicks(this.sessionTimeTicks); } set { this.sessionTimeTicks = value.Ticks; } }


}
