} = false;                                                      // Self explanatory boolean

    public static List <RoomInfo> GenerateNewLevel(LevelGenerationData _data)
    {
        if (IsGeneratingLevel)         // If some script requested a new level whilst one was already being made
        {                              // Return to avoid errors | todo - Wait for the current level to finish instead of returning
            Debug.LogError("Someone tried to generate a level whilst one was already being generated!");
            Debug.LogError("Returning null!");
            return(null);
        }

        IsGeneratingLevel = true;
        CurrentLevelData  = _data;

        LevelCrawler.ResetCrawledPositions();                                                               // Make every position available
        CurrentLevel.Add(new RoomInfo("Starting Room", Vector2.zero, Vector2.zero, RoomType.StartingRoom)); // Add the starting room

        for (int i = 0; i < CurrentLevelData.numberOfCrawlers; i++)                                         // Iterate over every crawler
        {
            int crawls;
            if (CurrentLevelData.minimumCrawls >= CurrentLevelData.maximumCrawls)                          // If the minimum is higher than the maximum,
            {
                crawls = CurrentLevelData.minimumCrawls;                                                   // Just assign the minimum
            }
            else                                                                                           // Else assign a random value between the min and max
            {
                crawls = Random.Range(CurrentLevelData.minimumCrawls, CurrentLevelData.maximumCrawls + 1); // The +1 is here because the second number is exclusive
            }
            LevelCrawler crawler;                                                                          // Create the crawler
            if (i == 0)                                                                                    // If this is the first crawler, choose a random position adjacent to the starting room
            {
                crawler = new LevelCrawler(Vector2.zero);                                                  // Instantiate the crawler
                GenerateRoom(crawler, 0, 0);                                                               // Generate First Room
            }
            else                                                                                           // Instantiate the crawler at a random position that has been already visited
            {
                crawler = new LevelCrawler(CurrentLevel[Random.Range(0, CurrentLevel.Count)].Coordinates);
                if (GenerateRoom(crawler, i, 0)) // Generate the first room of this crawler
                {
                    break;                       // True means that a error happened, so break out
                }
            }

            for (int j = 1; j < crawls; j++)             // Iterate over every crawl of crawler 'i'
            {
                if (GenerateRoom(crawler, i, j))
                {
                    break;                     // True means that a error happened, so break out
                }
            }
        }

        foreach (var room in CurrentLevel)
        {
            room.UpdateNeighbours();             // After the crawlers are finished, update the Neighbours list (dictionary) of every room
        }

        IsGeneratingLevel = false;
        return(CurrentLevel);
    }
    static bool GenerateRoom(LevelCrawler _crawler, int _crawlerID, int _crawlerCrawl)
    {
        if (_crawler.NewPosition() == Vector2.zero)         // Moves the crawler to a new not-occupied position & If there is no free position, return;
        {
            Debug.LogWarning($"Crawler {_crawlerID} got himeself stuck, returning.");
            return(true);            // True for 'a error happened' | todo - help the crawlers get unstuck
        }
        var newRoom = new RoomInfo($"Room {_crawlerID}-{_crawlerCrawl}", _crawler.Position, CalculateBigRoom(_crawler), RoomType.RegularRoom);

        CurrentLevel.Add(newRoom);         // Add the new room to the List of current rooms
        if (newRoom.IsBigRoom)
        {
            CrawlBigRoom(newRoom, _crawler); // This method adds the subRooms to the crawled positions
        }
        return(false);                       // False for 'no errors occured'
    }