private Transform boardHolder; // Holds up all the tile objects

	// Use this for initialization
	public override void Start () {
		ruleMan = new RuleManager();
		//tileMan = new TilesetManager();
		
		//selectedTileset = tileMan.getTileset(tilesetToGenerate);
		
		selectedRule = ruleMan.getRule(rulesetToGenerate); // Default upon startup unless...
		selectedRule.setRowCol (rows, columns);
		
		boardSetup ();	

		spawnPoints ();
	
	}
	private Transform boardHolder; // Holds up all the tile objects

	public void Start() {
		ruleMan = new RuleManager();
		//tileMan = new TilesetManager();

		//selectedTileset = tileMan.getTileset(tilesetToGenerate);

		selectedRule = ruleMan.getRule(rulesetToGenerate); // Default upon startup unless...
		selectedRule.setRowCol (rows, columns);

		boardSetup ();

		bossEnemySetup();

		pickWarpLocation();

		// And we may as well do a player one too. What the hey.
		//dummyPlayerSetup();
	}
	private Transform boardHolder; // Holds up all the tile objects

	public virtual void Start() {
		ruleMan = new RuleManager();
		//tileMan = new TilesetManager();

		//selectedTileset = tileMan.getTileset(tilesetToGenerate);

		selectedRule = ruleMan.getRule(rulesetToGenerate); // Default upon startup unless...
		selectedRule.setRowCol (rows, columns);

		boardSetup ();

		// For our dummy case, we can set up some enemy characters
		// So wiggles and jiggles I guess
		dummyEnemySetup();

		Coord playerLocation = MapValidationFunctions.warpPlayer (selectedRule.map);

		pickWarpLocation(playerLocation);

		// And we may as well do a player one too. What the hey.
		//dummyPlayerSetup();
	}
 public void LoadShop(Shop selectedShop)
 {
     SelectedShopRuleset = BaseRuleset.GetRuleset(selectedShop);
     DatabaseAccess.LoadDatabase(SelectedShopRuleset.Shop);
     ShopLoaded = true;
 }