public void ApplyTile()
 {
     if (bspdungeon == null)
     {
         bspdungeon = GetComponent <BSPDungeonGeneration>();
     }
     foreach (Room r in bspdungeon.rooms)
     {
         int _x = 0;
         while (_x < Mathf.Abs(r.rect.width))
         {
             int _y = 0;
             while (_y < Mathf.Abs(r.rect.height))
             {
                 Vector3Int v = new Vector3Int((int)(r.rect.x + _x * Mathf.Sign(r.rect.width) + (Mathf.Sign(r.rect.width) == -1 ? (-1) : 0)), (int)(r.rect.y + _y * Mathf.Sign(r.rect.height) + (Mathf.Sign(r.rect.height) == -1 ? (-1) : 0)), 0);
                 tilemap.SetTile(v, tile);
                 _y++;
             }
             _x++;
         }
     }
     //foreach(Corridor c in bspdungeon.corridors)
     //{
     //	foreach(Rect r in c.ways)
     //	{
     //		int _x = 0;
     //		while (_x < Mathf.Abs(r.width))
     //		{
     //			int _y = 0;
     //			while (_y < Mathf.Abs(r.height))
     //			{
     //				Vector3Int v = new Vector3Int((int)(r.x + _x * Mathf.Sign(r.width) + (Mathf.Sign(r.width) == -1 ? (-1) : 0)), (int)(r.y + _y * Mathf.Sign(r.height) + (Mathf.Sign(r.height) == -1 ? (-1) : 0)), 0);
     //				tilemap.SetTile(v, tile);
     //				_y++;
     //			}
     //			_x++;
     //		}
     //	}
     //}
 }
 private void Awake()
 {
     bspdungeon = GetComponent <BSPDungeonGeneration>();
     bspdungeon.StartRoomGeneration();
 }