public int[] getCorrectSelections()
 {
     List<IndexRegion> baseList = currLvlConfig.convertHighlightListToRegionList(currLvlConfig.getCorrectHighlightAreas());
     IndexRegionTools irt = new IndexRegionTools();
     string binArrStr = irt.createBinArr(baseList,0,currLvlConfig.getBridgeWordLength());
     return irt.createCompactIntArr(binArrStr);
 }
    private void triggerRepairSequence()
    {
        Debug.Log("Engi goes for repairs (Go)!");

        //toggleGUI(false);

        IndexRegionTools irt = new IndexRegionTools();
        int[] correctPosArr = irt.createCompactIntArr(irt.createBinArr(currLvlConfig.convertHighlightListToRegionList(currLvlConfig.getCorrectHighlightAreas()),0,currLvlConfig.getBridgeWordLength()));

        RepairSequence rs = transform.gameObject.AddComponent<RepairSequence>();
        rs.registerListener("AcScen",this);
        rs.init(currMaxGameBounds,engineerStartPos,engineerEndPos,clampPrefab,correctPosArr,false);
    }
    private void triggerAutoResolveSequence()
    {
        Debug.Log("Engi goes for repairs (Auto REpair)!");
        HighlightInputScript his = transform.GetComponent<HighlightInputScript>();

        //toggleGUI(false);
        setGoBtnVisibility(false);
        his.setInputOnState(false);

        //showAutoResolveBtn = false;
        transform.GetComponent<BridgeManagerScript>().restoreEntireBridge();

        IndexRegionTools irt = new IndexRegionTools();
        his.clearHighlights();
        //his.resetHighlightStateArr(currLvlConfig.getBridgeWordLength(),
        int[] correctPosArr = irt.createCompactIntArr(irt.createBinArr(currLvlConfig.convertHighlightListToRegionList(currLvlConfig.getCorrectHighlightAreas()),0,currLvlConfig.getBridgeWordLength()));
        his.autoHighlightPositions(correctPosArr);

        Transform wrenchCollection = Camera.main.transform.FindChild("WrenchCollection");
        if(wrenchCollection!=null)
            Destroy(wrenchCollection.gameObject);
        else
            Debug.Log("WRENCH COLLECTION ALREADY GONE");

        RepairSequence rs = transform.gameObject.AddComponent<RepairSequence>();
        rs.registerListener("AcScen",this);
        rs.init(currMaxGameBounds,engineerStartPos,engineerEndPos,clampPrefab,correctPosArr,true);
    }