void Start()
    {
        // FIXME is new object the way to go?? Or scriptable object without new keyword?? Or static??
        MazeFrameCreator mazeFrameCreator = new MazeFrameCreatorMeshIcosahedron(2, 4)
        {
            Scale  = new Vector3(10, 10, 10),
            Jitter = 0f
        };

        mazeFrame = mazeFrameCreator.GenerateEmptyMazeFrame();
        for (int i = 0; i <= 3; i++)
        {
            mazeFrame.SetActiveQuadrant(i);
            mazeFrameCreator.GenerateMaze(ref mazeFrame);
            mazeFrame.SetOnShortestPath(mazeFrame.Quadrants[i], i); // HACKY
        }
        mazeFrame.ActivateAllNodes();

        //mazeFrame.KeepOnlyShortestPathConnections();

        mazeFrame.AddOffsetStartAndEndNodes(Vector3.Scale(Vector3.forward, mazeFrameCreator.Scale) * 3, true);
        mazeFrame.AddPathSegments();

        //mazeFrameSplines = new MazeFrameSplines(mazeFrame);
        //GameObject mazeObjects = null;
        //MazePopulator.PopulateWithSplineFittedBars(mazeFrame, ref mazeFrameSplines, ref mazeObjects, new Vector3(2, .15f, 1));


        //GameObject player = null;
        //GameObject cameraRig = null;
        //MazePopulator.PlacePlayerAndCamera(ref player, ref cameraRig, mazeFrame.StartNode.Position + (Vector3.Scale(Vector3.forward, mazeFrameCreator.Scale) * 1.5f));
    }
    /// <summary>
    /// Generate maze from maze frame, inside quadrant specified by <paramref name="quadrantInd"/>.
    /// </summary>
    /// <returns>A maze object containing the maze.</returns>
    /// <param name="mazeFrame">Maze frame.</param>
    /// <param name="quadrantInd">Index of quadrant in which to build maze.</param>
    public void GenerateMaze(ref MazeFrame mazeFrame, int quadrantInd)
    {
        // Active quadrant
        mazeFrame.SetActiveQuadrant(quadrantInd);

        // Build maze and label
        GenerateMaze(ref mazeFrame);

        // Reactivate all nodes
        mazeFrame.ActivateAllNodes();
    }
    private IEnumerator CreateMazesFromSeeds()
    {
        // Parse difficulty
        float[,] difficultyBounds = new float[nDifficulties, 2];
        float difficultyStartPad = difficultyLimits[0];
        float difficultyEndPad   = 1 - difficultyLimits[1];
        float diffRange          = 1 - (difficultyStartPad + difficultyEndPad);
        float currDiffSize       = difficultySize * diffRange;
        float diffSpacing        = (diffRange - (nDifficulties * currDiffSize)) / (nDifficulties - 1);

        if (diffSpacing < 0)
        {
            throw new System.Exception("Overlapping difficulties.");
        }
        for (int i = 0; i < (nDifficulties); i++)
        {
            difficultyBounds[i, 0] = difficultyStartPad + (currDiffSize + diffSpacing) * i;
            difficultyBounds[i, 1] = difficultyBounds[i, 0] + currDiffSize;
        }
        string boundsDisp = difficultyBounds[0, 0] + ">x<=" + difficultyBounds[0, 1];

        for (int i = 1; i < nDifficulties; i++)
        {
            boundsDisp = boundsDisp + " | " + difficultyBounds[i, 0] + ">x<=" + difficultyBounds[i, 1];
        }
        Debug.Log(boundsDisp);

        //seedList[0] = new List<int>(nMazes); // difficulty <=.20
        //seedList[0] = new List<int>(nMazes); // difficulty >.20 <=.40
        //seedList[0] = new List<int>(nMazes); // difficulty >.40 <=.60
        //seedList[0] = new List<int>(nMazes); // difficulty >.60 <=80
        //seedList[0] = new List<int>(nMazes); // difficulty >.80 <=1

        // Set random seed
        int mainRandomSeed = System.Environment.TickCount;
        ConsistentRandom mainRandomGenenerator = new ConsistentRandom(mainRandomSeed);

        // Setup maze creators
        MazeFrameCreator mazeFrameCreator = null;

        switch (mazeShape)
        {
        case 0: { mazeFrameCreator = new MazeFrameCreatorSquare3D(mazeSize, nQuadrants); break; }

        case 1: { mazeFrameCreator = new MazeFrameCreatorMeshIcosahedron(divisions, nQuadrants); break; }
        }
        mazeFrameCreator.Scale = mazeScale; // Used in hunt and kill for determining  when to hunt

        // Create level from new seeds
        int ittMax = 1;

        if (nQuadrants != 0)
        {
            ittMax = nQuadrants;
        }
        for (int iQuadrant = 0; iQuadrant < ittMax; iQuadrant++)
        {
            // Setup seed/difficulty list
            List <List <int> > seedList = new List <List <int> >(nDifficulties);
            for (int i = 0; i < nDifficulties; i++)
            {
                seedList.Add(new List <int>(nMazes));
            }
            List <List <float> > difficultyList = new List <List <float> >(nDifficulties);
            for (int i = 0; i < nDifficulties; i++)
            {
                difficultyList.Add(new List <float>(nMazes));
            }

            bool done  = false;
            int  count = 0;
            while (!done)
            {
                // set new seed
                int mazeSeed = mainRandomGenenerator.Next();
                mazeFrameCreator.RandomSeed = mazeSeed;
                // get maze
                MazeFrame mazeFrame = mazeFrameCreator.GenerateEmptyMazeFrame();
                if (nQuadrants != 0)
                {
                    mazeFrame.SetActiveQuadrant(iQuadrant);
                }
                mazeFrameCreator.GenerateMaze(ref mazeFrame);
                // Save according to difficulty
                float difficulty;
                if (nQuadrants == 0)
                {
                    difficulty = mazeFrame.GetDifficulty()[0];
                }
                else
                {
                    difficulty = mazeFrame.GetDifficulty(iQuadrant)[0];
                }
                for (int i = 0; i < nDifficulties; i++)
                {
                    if (difficulty > difficultyBounds[i, 0] && difficulty <= difficultyBounds[i, 1] && seedList[i].Count < nMazes)
                    {
                        seedList[i].Add(mazeSeed);
                        difficultyList[i].Add(difficulty);
                    }
                }

                // Check end condition
                done = true;
                for (int i = 0; i < nDifficulties; i++)
                {
                    done = done && seedList[i].Count == nMazes;
                }

                // safety check
                count++;
                if (count == count * 100)
                {
                    throw new System.Exception("Something went wrong.");
                }

                // Display progress
                string disp;
                if (nQuadrants == 0)
                {
                    disp = count + ": " + seedList[0].Count;
                }
                else
                {
                    disp = "quadrant" + (iQuadrant + 1) + "of" + nQuadrants + " | " + count + ": " + seedList[0].Count;
                }
                for (int i = 1; i < nDifficulties; i++)
                {
                    disp = disp + ", " + seedList[i].Count;
                }
                Debug.Log(disp + "  | d = " + difficulty.ToString("0.0000"));

                // Yield
                WaitForSecondsRealtime wait = null;
                if (wait == null)
                {
                    wait = new WaitForSecondsRealtime(0.0001f);
                }
                if ((count % 10) == 0)
                {
                    yield return(wait);
                }
            }

            // Convert to SeedData object
            if (nDifficulties == 5)
            {
                seedData = new SeedData(seedList[0].ToArray(), seedList[1].ToArray(), seedList[2].ToArray(), seedList[3].ToArray(), seedList[4].ToArray(),
                                        difficultyList[0].ToArray(), difficultyList[1].ToArray(), difficultyList[2].ToArray(), difficultyList[3].ToArray(), difficultyList[4].ToArray(),
                                        mazeSize, mazeFrameCreator.GetType().FullName);
            }
            else if (nDifficulties == 4)
            {// Convert to SeedData object
                seedData = new SeedData(seedList[0].ToArray(), seedList[1].ToArray(), seedList[2].ToArray(), seedList[3].ToArray(),
                                        difficultyList[0].ToArray(), difficultyList[1].ToArray(), difficultyList[2].ToArray(), difficultyList[3].ToArray(),
                                        mazeSize, mazeFrameCreator.GetType().FullName);
            }
            else if (nDifficulties == 3)
            {// Convert to SeedData object
                seedData = new SeedData(seedList[0].ToArray(), seedList[1].ToArray(), seedList[2].ToArray(),
                                        difficultyList[0].ToArray(), difficultyList[1].ToArray(), difficultyList[2].ToArray(),
                                        mazeSize, mazeFrameCreator.GetType().FullName);
            }
            else if (nDifficulties == 2)
            {// Convert to SeedData object
                seedData = new SeedData(seedList[0].ToArray(), seedList[1].ToArray(),
                                        difficultyList[0].ToArray(), difficultyList[1].ToArray(),
                                        mazeSize, mazeFrameCreator.GetType().FullName);
            }
            else
            {
                throw new System.Exception("Requested nDifficulty not implemented due to the stupid save part.");
            }

            // Save to disk
            string creatorName = "";
            string filePath;
            switch (mazeShape)
            {
            case 0: { creatorName = mazeFrameCreator.GetType().FullName + "-" + mazeSize.ToString() + "-" + mazeScale.ToString(); break; }

            case 1: { creatorName = mazeFrameCreator.GetType().FullName + "-" + divisions.ToString() + "-" + mazeScale.ToString(); break; }
            }
            if (nQuadrants != 0)
            {
                filePath = filePathBase + "-" + creatorName + "-" + "quadrant" + (iQuadrant + 1) + "of" + nQuadrants + ".json";
            }
            else
            {
                filePath = filePathBase + "-" + creatorName + ".json";
            }
            SeedDataController.SaveSeedData(seedData, filePath);
        }
        Debug.Log("Done!");
        Debug.Break();

#if UNITY_EDITOR
        UnityEditor.EditorApplication.isPlaying = false;
#endif
    }