public void GenerateFloor() { if (rooms != null && rooms.Count > 0) { foreach (var room in rooms) { rGenerator.ClearRoom(room); room.exitLocations = new Dictionary <Vector3Int, Tuple <Vector3Int, Room> >(); } } rooms = new List <Room>(); GenerateRooms(); bool startSet = false; //printRooms(); int bossRoomIndex = UnityEngine.Random.Range(0, rooms.Count - 1); foreach (var room in rooms) { if (!startSet) { startSet = true; GameController.instance.setRoom(room, true); } rGenerator.GenerateRoom(room, curLayout.floorTile, curLayout.wallTile); } }