// Use this for initialization
    void Start()
    {
        // check for random seed
        if (seed == 0)
        {
            seed = Random.seed;
            Debug.Log("The session seed is " + seed);
        }
        else
        {
            Random.InitState(seed);
        }


        Dungeon dungeon = new Dungeon(util.RandomInt(dungeongSizeXMin, dungeongSizeXMax), util.RandomInt(dungeongSizeYMax, dungeongSizeYMin));

        // this is bullshit but needed for init the array for now ...
        int[,] map = map = dungeon.GetMap();

        for (int i = 0; i < 3; i++)
        {
            Debug.Log("Room Generation -> This is Room : " + i);

            Room    room     = new Room(util.RandomInt(dungeongSizeXMin, dungeongSizeXMax), util.RandomInt(dungeongSizeYMax, dungeongSizeYMin), roomSizeXMin, roomSizeXMax, roomSizeYMin, roomSizeYMax, dungeon);
            Coridor coridor  = new Coridor(room, coridorSizeXMax, coridorSizeXMin, coridorSizeYMax, coridorSizeYMax);
            var     roomList = room.GetRoomList();
            map = dungeon.GetMap();
            map = UpdateMap(map, roomList);

            // update coridors
            roomList = coridor.GetRoomList();
            map      = UpdateMap(map, roomList);
        }


        RenderMap(map, dungeon.GetSizeX(), dungeon.GetSizeY());
    }