private void add_floor_specific_rooms(string basePath, Cronkpit.CronkPit.Dungeon c_dungeon)
 {
     RoomDC[] fl_rooms = cManager.Load<RoomDC[]>(basePath + "Floors/" + c_dungeon.ToString().ToLower() + "_floor_" + current_floordepth.ToString());
     for (int i = 0; i < fl_rooms.Count(); i++)
         roomlayout.Add(new Room(fl_rooms[i], spawn_manager));
 }
 private void add_floor_specific_features(string basePath, Cronkpit.CronkPit.Dungeon c_dungeon)
 {
     FeatureDC[] fl_features = cManager.Load<FeatureDC[]>(basePath + "Floors/" + c_dungeon.ToString().ToLower() + "_features_" + current_floordepth.ToString());
     for(int i = 0; i < fl_features.Count(); i++)
         featurelayout.Add(new NaturalFeature(fl_features[i]));
 }