// Update is called once per frame void Update() { if (Templates.GenerationComplete == true && SceneFlipped == false && Templates.BossSpawned == true) { Templates.MaximumRooms = Templates.MaximumRooms * 2; GameObject SceneRight = Instantiate(SceneLeft, spawnPoint, Quaternion.identity); GameObject playerR = Instantiate(PlayerR, new Vector3(spawnPoint.x, spawnPoint.y + 0.5f, spawnPoint.z), Quaternion.identity); SceneFlipped = true; DungeonManager dm = SceneRight.GetComponent <DungeonManager>(); dm.AssignPlayer(playerR); dm.AssignTeam(Team.RIGHT); // Emit procedural gen finished event EventManager.TriggerEvent("GenerationComplete"); } }