/// <summary>
    /// Creates a new TileMap
    /// </summary>
    /// <param name="mapType"></param>
    /// <returns></returns>
    public bool CreateNewMap(MapDataBase.MAPS mapType)
    {
        // Create new Tilemap, parented under and positioned at m_GridGO
        GameObject mapObject = MapDataBase.GetInstance().GetMapGO(mapType);

        mapObject    = Instantiate(mapObject, m_GridGO.transform.position, Quaternion.identity, m_GridGO.transform);
        m_currentMap = mapObject.GetComponent <BaseMapClass>();
        // Resize the layout Array
        int totalSize = m_currentMap.GetTileMapSize().x *m_currentMap.GetTileMapSize().y;

        m_GridTakenArray.Clear();
        m_GridTakenArray.Capacity = totalSize;     // Set the capactiy to prevent calling Array.Resize() multiple times
        for (int i = 0; i < totalSize; ++i)
        {
            m_GridTakenArray.Add(false);
        }
        // Center the Camera to the map
        Vector3 centerMapWorldPos = m_GridGO.CellToWorld((Vector3Int)m_currentMap.GetTileMapSize() / 2);

        centerMapWorldPos             += m_GridGO.cellSize * 0.5f;
        centerMapWorldPos.z            = -10.0f;
        Camera.main.transform.position = centerMapWorldPos;

        // Fire the Map Generated Event
        OnMapGenerated();

        //Get starting route from one of the routes build at spawn

        List <MapStartingBuildings> startingBuildingsList = m_currentMap.GetStartingBuildings();
        Vector2Int mainRoadPos = Vector2Int.zero;

        foreach (MapStartingBuildings startingbuild in startingBuildingsList)
        {
            if (startingbuild.buildingID == BuildingDataBase.BUILDINGS.B_ROAD)
            {
                mainRoadPos = startingbuild.spawnGridPositions[0];
                break;
            }
        }
        m_RoadManager.Init(m_currentMap.GetTileMapSize(), mainRoadPos);

        return(true);
    }
 public BaseMapClass GetMapCom(MapDataBase.MAPS mapType)
 {
     return(dictOfMaps[mapType]);
 }
 public GameObject GetMapGO(MapDataBase.MAPS mapType)
 {
     return(dictOfMaps[mapType].gameObject);
 }