public void NextFloor() { floorNum++; foreach (GameObject obj in spawnedObjects) { Destroy(obj); } curFloor = fg.floorGen(curFloorInfo); spawnedObjects = fg.populateTheFloor(curFloorInfo); th.CollectActors(); gh.CreateGrid(); foreach (GameObject actor in th.actorTurnOrder) { if (actor.tag == "Enemy") { actor.GetComponent <EntityStatHandler>().GainLevel(Mathf.CeilToInt(floorNum * UnityEngine.Random.Range(.4f, 1f))); } } }