//Check if player spawned in initial room, if not, turn it off
        protected override void CheckForRoom()
        {
            if (_rooms.TriggerTarget != null)
            {
                Vector3 player = _rooms.TriggerTarget.position;
                roomPlayerIsIn = _rooms.ComputeCurrentRoom(player);

                if (roomPlayerIsIn != 26)
                {
                    Room26.SetActive(false);
                }
            }
        }
 public override void TurnRoomsOff()
 {
     //Deactivates all rooms except the point of entry and save rooms.
     if (Room0 != null)
     {
         //Room0.SetActive(false);
     }
     if (Room1 != null)
     {
         //Room1.SetActive(false);
     }
     if (Room2 != null)
     {
         Room2.SetActive(false);
     }
     if (Room3 != null)
     {
         Room3.SetActive(false);
     }
     if (Room4 != null)
     {
         Room4.SetActive(false);
     }
     if (Room5 != null)
     {
         //Room5.SetActive(false);
     }
     if (Room6 != null)
     {
         Room6.SetActive(false);
     }
     if (Room7 != null)
     {
         Room7.SetActive(false);
     }
     if (Room8 != null)
     {
         Room8.SetActive(false);
     }
     if (Room9 != null)
     {
         Room9.SetActive(false);
     }
     if (Room10 != null)
     {
         Room10.SetActive(false);
     }
     if (Room11 != null)
     {
         Room11.SetActive(false);
     }
     if (Room12 != null)
     {
         Room12.SetActive(false);
     }
     if (Room13 != null)
     {
         Room13.SetActive(false);
     }
     if (Room14 != null)
     {
         Room14.SetActive(false);
     }
     if (Room15 != null)
     {
         Room15.SetActive(false);
     }
     if (Room16 != null)
     {
         Room16.SetActive(false);
     }
     if (Room17 != null)
     {
         Room17.SetActive(false);
     }
     if (Room18 != null)
     {
         Room18.SetActive(false);
     }
     if (Room19 != null)
     {
         Room19.SetActive(false);
     }
     if (Room20 != null)
     {
         //Room20.SetActive(false);
     }
     if (Room21 != null)
     {
         Room21.SetActive(false);
     }
     if (Room22 != null)
     {
         Room22.SetActive(false);
     }
     if (Room23 != null)
     {
         Room23.SetActive(false);
     }
     if (Room24 != null)
     {
         Room24.SetActive(false);
     }
     if (Room25 != null)
     {
         Room25.SetActive(false);
     }
     if (Room26 != null)
     {
         Room26.SetActive(false);
     }
     if (Room27 != null)
     {
         //Room27.SetActive(false);
     }
     if (Room28 != null)
     {
         Room28.SetActive(false);
     }
     if (Room29 != null)
     {
         Room29.SetActive(false);
     }
     if (Room30 != null)
     {
         //Room30.SetActive(false);
     }
     if (Room31 != null)
     {
         Room31.SetActive(false);
     }
     if (Room32 != null)
     {
         //Room32.SetActive(false);
     }
     if (Room34 != null)
     {
         Room34.SetActive(false);
     }
 }