public void GenerateDungeon()
    {
        if (currentGraph != null)
        {
            DeleteGraph();
        }
        float starttime = Time.realtimeSinceStartup;
        int   i         = 0;

        do
        {
            currentGraph = GraphGenerationTool.GenerateGraph(currentSetting);
            //Camera.main.transform.position = new Vector3(gridWidth / 2, gridHeight / 2, -10);
            i++;
        } while (currentGraph == null && i < iterationMax);
        float generationTime = Time.realtimeSinceStartup - starttime;

        if (currentGraph == null)
        {
            Debug.LogError("Damn we are in trouble ...");
        }
        else
        {
            currentGraph = DungeonGenerationTool.GenerateDungeon(difficultySetting, roomSize, currentGraph, roomsPrefabs.rooms.ToArray(), transform);
        }
        Debug.Log(
            "Graph Generation: " + System.Math.Round(generationTime * 1000, 2) + "ms" + "(try:" + i + ")\n" +
            "Dungeon Instantiation: " + System.Math.Round(((Time.realtimeSinceStartup - starttime) - generationTime) * 1000, 2) + "ms\n" +
            "Dungeon Generation: " + System.Math.Round((Time.realtimeSinceStartup - starttime) * 1000, 2) + "ms\n");
    }
    public void GenerateDungeon()
    {
        int i = 0;

        do
        {
            currentGraph = GraphGenerationTool.GenerateGraph(currentSetting);
            i++;
        } while (currentGraph == null && i < iterationMax);
        if (currentGraph == null)
        {
            Debug.LogError("Damn we are in trouble ...");
        }
        else
        {
            currentGraph = DungeonGenerationTool.GenerateDungeon(difficultySetting, roomSize, currentGraph, roomsPrefabs.rooms.ToArray(), transform);
        }
    }