void Start()
    {
        GlobalControl.Instance.InitializeSceneList();

        if (GlobalControl.Instance.IsSceneBeingLoaded || GlobalControl.Instance.IsSceneBeingTransitioned)
        {
            SavedDroppableList localList = GlobalControl.Instance.GetListForScene();

            if (localList != null)
            {
                print("Saved potions count: " + localList.SavedPotions.Count);

                for (int i = 0; i < localList.SavedPotions.Count; i++)
                {
                    GameObject spawnedPotion = (GameObject)Instantiate(PotionPrefab);
                    spawnedPotion.transform.position = new Vector3(localList.SavedPotions[i].PositionX,
                                                                   localList.SavedPotions[i].PositionY,
                                                                   localList.SavedPotions[i].PositionZ);
                }

                for (int i = 0; i < localList.SavedSword.Count; i++)
                {
                    GameObject spawnedSword = (GameObject)Instantiate(SwordPrefab);
                    spawnedSword.transform.position = new Vector3(localList.SavedSword[i].PositionX,
                                                                  localList.SavedSword[i].PositionY,
                                                                  localList.SavedSword[i].PositionZ);
                }
            }
            else
            {
                print("Local List was null!");
            }
        }
    }
    public void InitializeSceneList()
    {
        if (SavedLists == null)
        {
            print("Saved lists was null");
            SavedLists = new List <SavedDroppableList>();
        }

        bool found = false;

        //We need to find if we already have a list of saved items for this level:
        for (int i = 0; i < SavedLists.Count; i++)
        {
            if (SavedLists[i].SceneID == SceneManager.GetActiveScene().buildIndex)
            {
                found = true;
                print("Scene was found in saved lists!");
            }
        }

        //If not, we need to create it:
        if (!found)
        {
            SavedDroppableList newList = new SavedDroppableList(SceneManager.GetActiveScene().buildIndex);
            SavedLists.Add(newList);

            print("Created new list!");
        }
    }
    public void InitializeSceneList()
    {
        if (SavedLists == null)
        {
            print("Saved lists was null");
            SavedLists = new List<SavedDroppableList>();
        }

        bool found = false;

        //We need to find if we already have a list of saved items for this level:
        for (int i = 0; i < SavedLists.Count; i++)
        {
            if (SavedLists[i].SceneID == SceneManager.GetActiveScene().buildIndex)
            {
                found = true;
                print("Scene was found in saved lists!");
            }
        }

        //If not, we need to create it:
        if (!found)
        {
            SavedDroppableList newList = new SavedDroppableList(SceneManager.GetActiveScene().buildIndex);
            SavedLists.Add(newList);

            print("Created new list!");
        }
    }