void GenereateNewDungeon()
    {
        D_GeneratedOnce = true;
        D_NumberofPresses++;

        //Make Game Object
        GameObject g = new GameObject(D_Name.ToString());

        g.transform.position = D_Pos;
        g.AddComponent <DungeonMapGeneration>();

        DungeonMapGeneration DGen = g.GetComponent <DungeonMapGeneration>();

        DGen.Height              = D_height;
        DGen.Width               = D_width;
        DGen.Seed                = D_seed;
        DGen.UsingRandom         = D_isRandomSeed;
        DGen.Rooms               = D_Rooms;
        DGen.TargetDifficultyMax = D_TargetDifficultyMax;
        DGen.TargetDifficultyMin = D_TargetDifficultyMin;
        //DGen.mask = D_mask;
        //DGen.ignoremask = D_ignoremask;
        DGen.GenerateInRunTime = GenerateInRunTime;
        DGen.StartNode         = D_StartNode;
        DGen.EndNode           = D_EndNode;

        if (!GenerateInRunTime)
        {
            DGen.MapGeneration();
        }
        D_CurrDungeon = g;
    }
    void RegenereateDungeon()
    {
        DungeonMapGeneration DGen = D_CurrDungeon.GetComponent <DungeonMapGeneration>();

        DGen.ReStartDungeon();
        DGen.Height              = D_height;
        DGen.Width               = D_width;
        DGen.Seed                = D_seed;
        DGen.UsingRandom         = D_isRandomSeed;
        DGen.Rooms               = D_Rooms;
        DGen.TargetDifficultyMax = D_TargetDifficultyMax;
        DGen.TargetDifficultyMin = D_TargetDifficultyMin;
        //DGen.mask = D_mask;
        // DGen.ignoremask = D_ignoremask;
        DGen.GenerateInRunTime = GenerateInRunTime;

        if (!GenerateInRunTime)
        {
            DGen.MapGeneration();
        }
        //GameObject g = new GameObject(C_Name.ToString());
    }