private void GenerateMap() { GeneratedMap generatedMap = new GeneratedMap(); generatedMap.SetRoomSize(data.GetRoomSize()); MapRoom[,] mapRoom = new MapRoom[data.GetMapSize().x, data.GetMapSize().y]; generatedMap.SetMap(mapRoom); List <Vector2Int> RoomPositions = GeneratePath(data.GetMapSize()); //TempSpawnPath(RoomPositions); List <DoorConfiguration> doorconfig = GenerateDoorConfig(RoomPositions); List <MapRoom> roomlist = GenerateRoomList(doorconfig); for (int i = 0; i < RoomPositions.Count; i++) { Vector2Int CurrentPos = RoomPositions[i]; Debug.Log(CurrentPos); MapRoom CurrentRoom = roomlist[i]; mapRoom[CurrentPos.x, CurrentPos.y] = CurrentRoom; } InstantiateMap(generatedMap); MovePlayerToSpawn(RoomPositions[0]); }