private void GenerateRoom()
    {
        for (int i = 0; i < 10; i++)
        {
            Vector2Int bounds = model.shape;
            Vector2Int coord  = new Vector2Int(UnityEngine.Random.Range(0, bounds.x - roomSize.xMin), UnityEngine.Random.Range(0, bounds.y - roomSize.yMin));
            Vector2Int size   = new Vector2Int(UnityEngine.Random.Range(roomSize.xMin, Mathf.Min(roomSize.xMax, bounds.x - coord.x)), UnityEngine.Random.Range(roomSize.yMin, Mathf.Min(roomSize.yMax, bounds.y - coord.y)));

            if (!model.RoomOverlaps(coord, size))
            {
                model.BuildRoom(coord, size);
                return;
            }
        }
    }