void MoveRoom(Vector3 dir, float width, float length)
 {
     if (BuildingController.rooms > 0)
     {
         GameObject roomClone = (GameObject)Instantiate(room, new Vector3(xMod * 100, 0, zMod * 100), Quaternion.Euler(staticRot), this.transform.parent.transform.parent.transform.parent);
         roomClone.name = (gameObject.name + BuildingController.rooms);
         if (roomInRoom)
         {
             roomClone.GetComponent <RoomGenerate>().roomLength = roomProp.GetComponent <RoomGenerate>().roomLength;
             roomClone.GetComponent <RoomGenerate>().roomWidth  = roomProp.GetComponent <RoomGenerate>().roomWidth;
             room.transform.position += direction * multiplier;
         }
         BuildingController.rooms--;
         BuildingController.AddRoom(roomClone);
     }
     else
     {
         BuildingController.PrintList();
     }
     Destroy(gameObject);
 }
    // Use this for initialization
    void Start()
    {
        GameObject northDoor = NorthDoor;
        GameObject eastDoor  = EastDoor;
        GameObject southDoor = SouthDoor;
        GameObject westDoor  = WestDoor;

        GameObject northWalker = NorthWalker;
        GameObject eastWalker  = EastWalker;
        GameObject southWalker = SouthWalker;
        GameObject westWalker  = WestWalker;

        destroyWalker = CheckRoomID();

        switch (destroyWalker)
        {
        case 1:
            Object.Destroy(NorthWalker);
            break;

        case 2:
            Object.Destroy(WestWalker);
            break;

        case 3:
            Object.Destroy(SouthWalker);
            break;

        case 4:
            Object.Destroy(EastWalker);
            break;

        default:
            //do nothing
            break;
        }

        roomBox = GetComponent <BoxCollider>();

        //  if (roomWidth + roomLength == 0)
        //  {
        //      Debug.Log(gameObject.name + " is a room inside a room");
        //      roomWidth = Random.Range(lowerBounds, upperBounds);
        //roomLength = Random.Range(lowerBounds, upperBounds);
        //  }
        //  else
        //  {
        // Debug.Log(gameObject.name + " branches off of ");
        roomWidth  = Random.Range(lowerBounds, upperBounds);
        roomLength = Random.Range(lowerBounds, upperBounds);
        //}
        sMR.SetBlendShapeWeight(8, roomLength * 10);
        NDBlend.SetBlendShapeWeight(8, roomLength * 10);
        sMR.SetBlendShapeWeight(9, roomWidth * 10);
        EDBlend.SetBlendShapeWeight(9, roomWidth * 10);

        //  Average Door Frames to center walker position for accurate walking behavior

        //northWalker.transform.position += (Vector3.forward * roomLength) * 10;
        //eastWalker.transform.position += (Vector3.right * roomWidth) * 10;


        //northWalker.transform.position = Vector3.forward * ((roomLength - 3.0f) * 10) + (Vector3.right * 7) + (Vector3.up * 0.55f);
        //eastWalker.transform.position = Vector3.right * ((roomWidth - 3.0f) * 10) + (Vector3.forward * 7) + (Vector3.up * 0.55f);

        northWalker.transform.position += new Vector3(0.0f, 0.0f, (roomLength * 10) - 0.02f);
        eastWalker.transform.position  += new Vector3((roomWidth * 10) - 0.02f, 0.0f, 0.0f);
        northWalker.transform.position += new Vector3(0.0f, 0.0f, 0.0f);
        eastWalker.transform.position  += new Vector3(0.0f, 0.0f, 0.0f);

        roomBox.size   = new Vector3(0.14f + (roomWidth * 0.1f), 0.18f, 0.14f + (roomLength * 0.1f));
        roomBox.center = new Vector3(-1 * (roomWidth * 0.05f) - 0.07f, 0.09f, -1 * (roomLength * 0.05f) + 0.07f);


        BuildingController.AddRoom(gameObject);
    }
    void DetermineNextRoom(int i)
    {
        // GenerateRoom(0, 0, 0);
        // Previous Room Attach Script()
        // Room Type Assign Script()
        // Room Fit Script()

        if (BuildingController.rooms > 0)
        {
            //Debug.Log(direction + " * " + multiplier + " = " + (direction * multiplier));
            GameObject roomClone = (GameObject)Instantiate(prefab, new Vector3(xMod, 0, zMod), Quaternion.Euler(staticRot), transform.parent.transform.parent);
            roomClone.name = (transform.parent.name + "_" + gameObject.name);

            float rmLngth = roomProp.GetComponent <RoomGenerate>().roomLength;
            float rmWdth  = roomProp.GetComponent <RoomGenerate>().roomWidth;

            float rmCloneW = roomClone.GetComponent <RoomGenerate>().roomLength;
            float rmCloneL = roomClone.GetComponent <RoomGenerate>().roomWidth;

            if (xOffset)
            {
                roomClone.transform.position = transform.parent.position + Vector3.left * rmCloneW * 10;
            }
            if (yOffset)
            {
                roomClone.transform.position = transform.parent.position + Vector3.forward * rmCloneL * 10;
            }
            if (!xOffset || !yOffset)
            {
                switch (dir)
                {
                case CreateDir.North:
                    roomClone.transform.position = transform.parent.position + Vector3.forward * (rmLngth + 1.4f) * 10;
                    // Debug.Log("P:" + transform.parent.position + "C:" + roomClone.transform.position + "--" + rmCloneW);
                    break;

                case CreateDir.East:
                    roomClone.transform.position = transform.parent.position + Vector3.right * (rmWdth + 1.4f) * 10;
                    break;

                default:
                    roomClone.transform.position = transform.parent.position + Vector3.left * rmCloneW * 10;
                    break;
                }
            }
            //roomClone.transform.localScale = Vector3.one * 100;
            //roomClone.transform.position -= direction * multiplier*100;

            // Debug.Log(roomProp.name + "_" + direction + " " + xMod + " " + zMod + " " + roomLength + "Long " + roomWidth + "Wide");

            // Debug.Log(roomProp.name + "_" + rmLngth + " " + rmWdth);
            BuildingController.rooms--;
            BuildingController.AddRoom(roomClone);


            // MoveRoom(direction, rmWdth, rmLngth);
        }
        else
        {
            BuildingController.PrintList();
        }
        Destroy(gameObject);
    }