/**
     * Map List:
     * - Street
     * - Junkyard
     * - Houses x3
     */


    private SceneBuilder SceneFactory(
        int house_index, string type, Transform transform)
    {
        if (type == "house")
        {
            HouseBuilder builder = new HouseBuilder();
            //builder.floor_tiles = materials.house_floors;
            //builder.wall_tiles = materials.house_walls;
            builder.houseComponents        = houseComponents;
            builder.columns                = 20;
            builder.rows                   = 20;
            builder.sprite_list            = rawHouseSprites[0]; // hardcoded for now cus we only have 1 list of sprites
            builder.sprite_mapper          = sprite_mapper;
            builder.board_holder_transform = transform;
            builder.door1                  = materials.house_door1;
            builder.door2                  = materials.house_door2;
            builder.gm = this;
            return(builder);
        }
        else if (type == "street")
        {
            StreetBuilder builder = new StreetBuilder();
            builder.floor_tiles            = materials.street_floors;
            builder.wall_tiles             = materials.street_walls;
            builder.door_tiles             = materials.street_doors;
            builder.columns                = 30;
            builder.rows                   = 80;
            builder.board_holder_transform = transform;
            builder.door1                  = materials.house_door1;
            builder.door2                  = materials.house_door2;
            builder.gm = this;
            return(builder);
        }
        else
        {
            return(null);
        }
    }
    private void BuildWorld()
    {
        // Build Houses
        houses = new List <HouseBuilder>();
        board_holder_transform = new GameObject("Board").transform;
        for (int i = 0; i < house_count; i++)
        {
            HouseBuilder hg = SceneFactory(1, "house", board_holder_transform) as HouseBuilder;
            hg.serealize();
            houses.Add(hg);
        }
        // TEMP - JUST GET DOOR
        // materials.street_doors.GetComponent<SpriteRenderer>().sprite = houses[0].sprite_list[sprite_mapper["door"][0]];
        //houses[0].materialize();
        //houses[0].deMaterialize();


        //Build Street
        street = SceneFactory(1, "street", board_holder_transform) as StreetBuilder;
        street.serealize();

        currentScene = street;
        currentScene.materialize();
        //street_builder.materialize();
        // player.transform.position = new Vector3(15, 0, -1f);


        // Build Street
        // StreetBuilder street_builder = new StreetBuilder();
        // street_builder.board_holder_transform = board_holder_transform;
        // street_builder.floor_tiles = materials.street_floors;
        // street_builder.wall_tiles = materials.street_walls;
        // street_builder.seralizeStreet();
        // street_builder.materalizeStreet();

        // player.transform.position = new Vector3(100,0,-1f);
    }