private void Awake()
    {
        Instance = this;

        int     mapWidth  = 60;
        int     mapHeight = 60;
        float   cellSize  = 10f;
        Vector3 origin    = new Vector3(0, 0);

        grid = new Grid <GridCombatSystem.GridObject>(mapWidth, mapHeight, cellSize, origin, (Grid <GridCombatSystem.GridObject> g, int x, int y) => new GridCombatSystem.GridObject(g, x, y));

        gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize);
        gridPathfinding.RaycastWalkable();
        movementTilemap = new MovementTilemap(mapWidth, mapHeight, cellSize, origin);
    }
    private void Awake()
    {
        Instance = this;

        int     mapWidth  = 40;
        int     mapHeight = 25;
        float   cellSize  = 10f;
        Vector3 origin    = new Vector3(0, 0);

        grid = new Grid <GridCombatSystem.GridObject>(mapWidth, mapHeight, cellSize, origin, (Grid <GridCombatSystem.GridObject> g, int x, int y) => new GridCombatSystem.GridObject(g, x, y));

        gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize);
        gridPathfinding.RaycastWalkable();
        //gridPathfinding.PrintMap((Vector3 vec, Vector3 size, Color color) => World_Sprite.Create(vec, size, color));

        movementTilemap = new MovementTilemap(mapWidth, mapHeight, cellSize, origin);
    }