void Start() { if (_on) { Debug.Log("Start"); _tileMapCollider.enabled = false; _grid = Cave.Generate(_cols, _rows, false /* isAngular */, false /* isEmpty */); for (int row = 0; row < _rows; row++) { for (int col = 0; col < _cols; col++) { CellType cell = _grid[col, row]; if (cell != CellType.Empty) { _tileMap.SetTile(new Vector3Int(col, row, 0), _tile); } } } Debug.Log(watch.ElapsedMilliseconds); _tileMapCollider.enabled = true; GridPoint gp = Cave.GetSpawnPoint(); Instantiate(_playerPrefab, new Vector3(gp.column + 0.5f, (gp.row + 0.5f), 10), Quaternion.identity); for (int i = 0; i < 10; i++) { gp = Cave.GetSpawnPoint(); Instantiate(_enemyPrefab, new Vector3(gp.column + 0.5f, (gp.row + 0.5f), 10), Quaternion.identity); } } }