// Use this for initialization
    void Start()
    {
        SerializableDungeon Dungeon = new SerializableDungeon();
        Dungeon.ReadFromXML(DungeonInfo.Singleton.FileName);
        Vector3 vecPos = new Vector3();
        Debug.Log(DungeonInfo.Singleton.FileName);

        foreach (SerializableChunk Chunk in Dungeon.Chunks)
        {
            if (Chunk == null)
                continue;
            CMapChunk CurrChunk = MapChunks[Chunk.ID];
            vecPos = Chunk.Position;
            GameObject Obj = Instantiate(CurrChunk, vecPos, Quaternion.identity) as GameObject;
        }
    }
    void OnWizardCreate()
    {
        if (Name == string.Empty)
            return;
        if (FileName == string.Empty)
            return;

        //Load from xml
        SerializableDungeon Dungeon = new SerializableDungeon();
        Dungeon.ReadFromXML(FileName);

        //At first delete dungeon obj if one is created already
        GameObject DungeonObj = GameObject.Find(Name);
        if(DungeonObj != null)
        {
            GameObject.DestroyImmediate(DungeonObj);
        }

        DungeonObj = new GameObject(Name);

        DungeonInfo.Singleton.CreateChunks(Dungeon.Width, Dungeon.Height);

        int currId = 0;

        Debug.Log(Dungeon);

        for(int x = 0; x < Dungeon.Width; ++x)
        {
            for(int y = 0; y < Dungeon.Height; ++y)
            {
                SerializableChunk Chunk = Dungeon.Chunks[currId];
                if(Chunk == null)
                    continue;

                Object Obj = BaseChunks[Chunk.ID];
                GameObject MapChunk = Instantiate(Obj, Chunk.Position, Quaternion.identity) as GameObject;

                MapChunk.transform.parent = DungeonObj.transform;

                DungeonInfo.Singleton.Chunks[x, y] = MapChunk;

                ++currId;
            }
        }

        /*
        foreach(SerializableChunk Chunk in Dungeon.Chunks)
        {
            if(Chunk == null)
                continue;

            Object Obj = BaseChunks[Chunk.ID];
            GameObject MapChunk = Instantiate(Obj, Chunk.Position, Quaternion.identity) as GameObject;
            MapChunk.transform.parent = DungeonObj.transform;

            for(int i = 0; i < MapChunk.transform.childCount; ++i)
            {
                //Transform Child = MapChunk.transform.GetChild(i);
                //Child.name = string.Format("{0}_{1}_{2}", MapChunk.name, Child.name, i.ToString());
            }
        }
        */
    }