// Update is called once per frame
 void Update()
 {
     if (!pause)
     {
         Transform        Tile        = Instantiate(floorPrefab, transform.position, transform.rotation);
         FloorTileSpriter tileSpriter = Tile.GetComponent <FloorTileSpriter>();
         tileSpriter.myManager = myManager;
         myManager.Tiles.Add(Tile);
         Tile.eulerAngles = new Vector3(0f, 0f, 0f);
         //Moves along creating a room
         if (x == 0 && y == 0)
         {
             transform.position -= transform.right * roomOffset;
             //Instantiate(floorPrefab, transform.position, transform.rotation);
             x++;
         }
         else if (x == roomWidth)
         {
             if (y == roomHeight)
             {
                 myManager.myRooms.Remove(this);
                 Destroy(this.gameObject);
             }
             else
             {
                 x = 0;
                 y++;
                 transform.position += transform.up;
                 transform.position -= transform.right * roomWidth;
             }
         }
         else
         {
             x++;
             transform.position += transform.right;
         }
         //Commented out the code below because it was breaking everything
         //if(!numHallwayMaker) {
         // float randomNumber = Random.Range(0f, 100f);
         // if(randomNumber > 90f ) {
         //   numHallwayMaker = true;
         //   HallwayMaker myClone = Instantiate(hallwayMakerPrefab, transform.position, transform.rotation);
         //The clone will also be rotated and pushed forward
         //	float randomNumber2 = Random.Range(0.0f, 100f);
         //	if(randomNumber2 < 50f) {
         //		myClone.transform.eulerAngles += new Vector3(0f, 0f, 90f);
         //	}
         //	else {
         //			myClone.transform.eulerAngles += new Vector3(0f, 0f, -90f);
         //	}
         //		myClone.transform.position += myClone.transform.up;
         //		myClone.clone = true;
         //  }
         //  }
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (!pause)
        {
            //If counter is less than counterLife, than keep moving forward
            if ((myCounter < counterLife || !clone))
            {
//          Generate a random number from 0.0f to 1.0f;
                float randomNumber = Random.Range(0.0f, 1.0f);
//			If random number is less than 0.25f, then rotate myself 90 degrees on Z axis;
                if (randomNumber < 0.08f && hallLength > minHallLength)
                {
                    transform.eulerAngles += new Vector3(0f, 0f, 90f);
                    hallLength             = 0;
                }
//				... Else if number is 0.25f-0.5f, then rotate myself -90 degrees on Z axis;
                else if (randomNumber < 0.16f && hallLength > minHallLength)
                {
                    transform.eulerAngles += new Vector3(0f, 0f, -90f);
                    hallLength             = 0;
                }
//				... Else if number is 0.99f-1.0f, then instantiate a HallwayMakerPrefab clone at my current position;
                else if (randomNumber >= 1.0f)
                {
                    HallwayMaker myClone = Instantiate(HallwayMakerPrefab, transform.position, transform.rotation);
                    myClone.myManager = myManager;
                    myManager.myHallways.Add(myClone);
                    //The clone will also be rotated and pushed forward
                    float randomNumber2 = Random.Range(0.0f, 100f);
                    if (randomNumber2 < 50f)
                    {
                        myClone.transform.eulerAngles += new Vector3(0f, 0f, 90f);
                    }
                    else
                    {
                        myClone.transform.eulerAngles += new Vector3(0f, 0f, -90f);
                    }
                    myClone.transform.position += myClone.transform.up;
                    myClone.clone = true;
                    hallLength   += 4;
                }
                else if (randomNumber >= 0.95)
                {
                    RoomMaker myCloneRoom = Instantiate(roomMakerPrefab, transform.position, transform.rotation);
                    myCloneRoom.myManager = myManager;
                    myManager.myRooms.Add(myCloneRoom);
                    hallLength += 4;
                    if (!clone)
                    {
                        float randomNumber3 = Random.Range(0f, 1.0f);
                        if (randomNumber3 > 0.5f)
                        {
                            HallwayMaker myClone = Instantiate(HallwayMakerPrefab, transform.position, transform.rotation);
                            myManager.myHallways.Add(myClone);
                            myClone.myManager = myManager;
                            //The clone will also be rotated and pushed forward
                            float randomNumber2 = Random.Range(0.0f, 100f);
                            if (randomNumber2 < 50f)
                            {
                                myClone.transform.eulerAngles += new Vector3(0f, 0f, 90f);
                            }
                            else
                            {
                                myClone.transform.eulerAngles += new Vector3(0f, 0f, -90f);
                            }
                            myClone.transform.position += myClone.transform.up;
                            myClone.clone = true;
                            hallLength   += 4;
                        }
                    }
                }
//			// end elseIf
//			Instantiate a floorPrefab clone at current position;
                Transform Tile = Instantiate(floorPrefab, transform.position, transform.rotation);
                Tile.eulerAngles = new Vector3(0f, 0f, 0f);
                FloorTileSpriter tileSpriter = Tile.GetComponent <FloorTileSpriter>();
                tileSpriter.myManager = myManager;
                myManager.Tiles.Add(Tile);
//			Move 1 unit "upwards" based on this object's local rotation (e.g. with rotation 0,0,0 "upwards" is (0,1,0)... but with rotation 0,0,180 then "upwards" is (0,-1, 0)... )
                transform.position += transform.up;
//			Increment counter;
                myCounter++;
                globalFloorCount++;
                Debug.Log(globalFloorCount.ToString());
                hallLength++;
            }
            else
            {
                myManager.myHallways.Remove(this);
                Destroy(this.gameObject);
            }
            if (globalFloorCount >= 5000f && !clone)
            {
                myManager.myHallways.Remove(this);
                myManager.endgame = 1;
                Destroy(this.gameObject);
            }
        }
    }