private void OnDestroy()
 {
     if (Instance == this)
     {
         Instance = null;
     }
 }
        private void OnEnable()
        {
            if (Instance == null)
            {
                Instance = this;
            }

            entityManager = World.Active.GetOrCreateManager <EntityManager>();

            CreateGameSystems();

            for (int i = 0; i < hazards.Length; i++)
            {
                Entity newPrefabEntity = entityManager.Instantiate(hazards[i]);
                entityManager.AddComponentData <Prefab>(newPrefabEntity, new Prefab());

                gameplayHazardIndexToPrefabs.Add(newPrefabEntity);
            }

            for (int i = 0; i < hazardsBackground.Length; i++)
            {
                Entity newPrefabEntity = entityManager.Instantiate(hazardsBackground[i]);
                entityManager.AddComponentData <Prefab>(newPrefabEntity, new Prefab());

                backgroundHazardIndexToPrefabs.Add(newPrefabEntity);
            }
        }