// Normal Way 3
    private IEnumerator ContinueGeneration()
    {
        //Find farest North, South, West and East room for each biome
        FindBiomesExtremeRooms();

        //Spawn tiles
        for (int i = 0; i < myBiomes.Length; i++)
        {
            myBiomes[i].InstantiateRoom();
            while (!myBiomes[i].myGenerationDone)
            {
                yield return(null);
            }
        }

        //Link biomes with room
        LinkBiomesWithRooms();

        //Create physic link between biomes
        for (int i = 0; i < myBiomes.Length; i++)
        {
            myBiomes[i].AffectNextRoomsTriggers();
        }

        //Remove all empty transitions
        for (int i = 0; i < myBiomes.Length; i++)
        {
            myBiomes[i].RemoveAllEmptyTransitions();
        }

        //Spawn NPC
        //Create Quests

        CheckWallsSurrounding();

        ChangeTileRendering();

        SpawnResources();

        SpawnDecoration();

        SpawnEnemies();

        for (int i = 0; i < myBiomes.Length; i++)
        {
            myBiomes[i].HideRooms();
        }

        myCurrentActiveBiome = myBiomes[0];

        myCurrentActiveBiome.gameObject.SetActive(true);

        myCurrentActiveBiome.GetStartingRoom().gameObject.SetActive(true);

        SpawnPlayer();

        FadeManager.GetInstance().LaunchBeginTransition();
    }
    public void PlacePlayer()
    {
        Room myStartingRoom = myCurrentActiveBiome.GetStartingRoom();

        myPlayerMovement.transform.position = myStartingRoom.GetMidTile().transform.position + Vector3.forward * -0.05f;
        MapUI mapUI = myPlayerMovement.GetComponentInChildren <MapUI>();

        mapUI.Init();
        mapUI.SetRoomVisited(myStartingRoom.myRoomData.myX, myStartingRoom.myRoomData.myY);
        myPlayerMovement.SetCurrentRoom(myStartingRoom);
    }