// Textures pit-related objects
    private void TexturePit(int pitIndex, GridTexturer gridTexturer)
    {
        // Texture the top of the pit
        transform.GetChild(pitIndex).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.pit;

        // If the "horizontal" wall type is active:
        if (transform.GetChild(pitIndex).GetChild(1).gameObject.activeSelf)
        {
            transform.GetChild(pitIndex).GetChild(1).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
            transform.GetChild(pitIndex).GetChild(1).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
        }

        // If the "vertical" wall type is active:
        if (transform.GetChild(pitIndex).GetChild(2).gameObject.activeSelf)
        {
            transform.GetChild(pitIndex).GetChild(2).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
            transform.GetChild(pitIndex).GetChild(2).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
        }

        // If the "corner" wall type is active:
        if (transform.GetChild(pitIndex).GetChild(3).gameObject.activeSelf)
        {
            transform.GetChild(pitIndex).GetChild(3).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.halfFloorWall1;
            transform.GetChild(pitIndex).GetChild(3).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.halfFloorWall2;
        }
    }
    // Places textures on the space according to its type
    public void TextureSpace(GridTexturer gridTexturer)
    {
        if (lockTextures)
        {
            return;
        }

        Debug.Log(coordinates);
        switch (type)
        {
        // Applies textures to the floor objects
        case SpaceType.Ground:
            transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.basicFloor;

            // If the floor object's walls are active, texture them, as well
            if (transform.GetChild(0).GetChild(2).gameObject.activeSelf)
            {
                for (int i = 2; i < 6; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
                }
            }
            break;

        // Applies textures to the wall objects
        case SpaceType.Wall:

            // If the wall isn't overlooking a pit:
            if (transform.GetChild(0).gameObject.name != (wall.name + "(Clone)") && transform.childCount > 1)
            {
                transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.wallEdge180;
                for (int i = 2; i < 6; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
                }

                transform.GetChild(1).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.bottomWall;
                transform.GetChild(1).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.topWall;
                transform.GetChild(1).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.bar;
            }

            // If the wall is overlooking a pit:
            else if (transform.GetChild(0).gameObject.name == (wall.name + "(Clone)") && transform.childCount > 1)
            {
                // Texture the wall
                transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.bottomWall;
                transform.GetChild(0).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.topWall;
                transform.GetChild(0).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.bar;

                // Textures the pit
                TexturePit(1, gridTexturer);
            }

            // If the wall has a pit, but no "wall" object or box:
            else if (transform.childCount == 1 && transform.GetChild(0).name == (pit.name + "(Clone)"))
            {
                TexturePit(0, gridTexturer);
            }

            // If the wall has a box, but no "wall" object or pit:
            else if (transform.childCount == 1 && transform.GetChild(0).name != (pit.name + "(Clone)"))
            {
                transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.wallEdge180;

                for (int i = 2; i < 6; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
                }
            }

            break;

        // Applies textures to the inward-facing corner wall objects
        case SpaceType.InwardWall:

            // If the wall isn't overlooking a pit:
            if (transform.GetChild(0).gameObject.name != (inwardCornerWall.name + "(Clone)") && transform.childCount > 1)
            {
                transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.wallEdge90;
                for (int i = 2; i < 6; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.basicFloorWall;
                }

                // Textures the outer portions of the wall
                for (int i = 0; i < 2; ++i)
                {
                    transform.GetChild(1).GetChild(i).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.bottomInnerWall;
                    transform.GetChild(1).GetChild(i).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.topWall;
                    transform.GetChild(1).GetChild(i).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.bar;
                }

                // Textures the inner portions of the wall
                for (int i = 2; i < 4; ++i)
                {
                    transform.GetChild(1).GetChild(i).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.bottomInnerWall;
                    transform.GetChild(1).GetChild(i).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.topInnerWall;
                    transform.GetChild(1).GetChild(i).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.bar;
                }

                // Textures the center bars
                transform.GetChild(1).GetChild(4).GetComponent <MeshRenderer>().material = gridTexturer.bar;
                transform.GetChild(1).GetChild(5).GetComponent <MeshRenderer>().material = gridTexturer.wallCornerBar;
            }

            // If the wall is overlooking a pit:
            else if (transform.GetChild(0).gameObject.name == (inwardCornerWall.name + "(Clone)") && transform.childCount > 1)
            {
                // Textures the outer portions of the wall
                for (int i = 0; i < 2; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.bottomInnerWall;
                    transform.GetChild(0).GetChild(i).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.topWall;
                    transform.GetChild(0).GetChild(i).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.bar;
                }

                // Textures the inner portions of the wall
                for (int i = 2; i < 4; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.bottomInnerWall;
                    transform.GetChild(0).GetChild(i).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.topInnerWall;
                    transform.GetChild(0).GetChild(i).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.bar;
                }

                // Textures the center bars
                transform.GetChild(0).GetChild(4).GetComponent <MeshRenderer>().material = gridTexturer.bar;
                transform.GetChild(0).GetChild(5).GetComponent <MeshRenderer>().material = gridTexturer.wallCornerBar;

                // Textures the pit
                TexturePit(1, gridTexturer);
            }

            break;

        // Applies textures to the inward-facing corner wall objects
        case SpaceType.OutwardWall:

            // If the wall isn't overlooking a pit:
            if (transform.GetChild(0).gameObject.name != (outwardCornerWall.name + "(Clone)") && transform.childCount > 1)
            {
                transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.wallEdge270;

                // Textures the angled part of the wall
                for (int i = 0; i < 2; ++i)
                {
                    transform.GetChild(1).GetChild(i).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_75;
                    transform.GetChild(1).GetChild(i).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_5;
                    transform.GetChild(1).GetChild(i).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_32;
                    transform.GetChild(1).GetChild(i).GetChild(3).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_1875;
                }

                // Textures the flat part of the wall
                for (int i = 0; i < 4; ++i)
                {
                    transform.GetChild(1).GetChild(2).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_375;
                }
                transform.GetChild(1).GetChild(2).GetChild(4).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_75;
                transform.GetChild(1).GetChild(2).GetChild(5).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_5;
                transform.GetChild(1).GetChild(2).GetChild(6).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_32;
                for (int i = 7; i < 9; ++i)
                {
                    transform.GetChild(1).GetChild(2).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_25;
                }

                // Textures the center bar
                transform.GetChild(1).GetChild(3).GetComponent <MeshRenderer>().material = gridTexturer.bar;
            }

            // If the wall is overlooking a pit:
            else if (transform.GetChild(0).gameObject.name == (outwardCornerWall.name + "(Clone)") && transform.childCount > 1)
            {
                // Textures the angled part of the wall
                for (int i = 0; i < 2; ++i)
                {
                    transform.GetChild(0).GetChild(i).GetChild(0).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_75;
                    transform.GetChild(0).GetChild(i).GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_5;
                    transform.GetChild(0).GetChild(i).GetChild(2).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_32;
                    transform.GetChild(0).GetChild(i).GetChild(3).GetComponent <MeshRenderer>().material = gridTexturer.angleWall_1875;
                }

                // Textures the flat part of the wall
                for (int i = 0; i < 4; ++i)
                {
                    transform.GetChild(0).GetChild(2).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_375;
                }
                transform.GetChild(0).GetChild(2).GetChild(4).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_75;
                transform.GetChild(0).GetChild(2).GetChild(5).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_5;
                transform.GetChild(0).GetChild(2).GetChild(6).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_32;
                for (int i = 7; i < 9; ++i)
                {
                    transform.GetChild(0).GetChild(2).GetChild(i).GetComponent <MeshRenderer>().material = gridTexturer.flatWall_25;
                }

                // Textures the center bar
                transform.GetChild(0).GetChild(3).GetComponent <MeshRenderer>().material = gridTexturer.bar;

                // Textures the pit
                TexturePit(1, gridTexturer);
            }

            break;

        // Applies textures to the ceiling objects
        case SpaceType.Ceiling:
            if (transform.childCount > 1)
            {
                transform.GetChild(1).GetComponent <MeshRenderer>().material = gridTexturer.basicCeiling;
            }
            break;
        }
    }