private void LoadAllRoomTiles() { // Destroy 'em first! DestroyAllRoomTiles(); // Make 'em hot & fresh! allRoomTiles = new List <List <RoomTile> >(); GameObject prefab = ResourcesHandler.Instance.MapEditor_RoomTile; // For every world... for (int worldIndex = 0; worldIndex < dataManager.NumWorldDatas; worldIndex++) { allRoomTiles.Add(new List <RoomTile>()); // For every room in this world... WorldData wd = dataManager.GetWorldData(worldIndex); Transform parent = worldLayerGOs[worldIndex].transform; foreach (RoomData roomData in wd.RoomDatas.Values) { RoomTile newRoomTile = Instantiate(prefab).GetComponent <RoomTile>(); newRoomTile.Initialize(this, roomData, parent); allRoomTiles[worldIndex].Add(newRoomTile); } } //currWorldIndex = -1; // reset this! 'cause there's no world selected right now. }