public EditorRoomScene(EditorScene scene, byte roomID) : base() { // References this.scene = scene; this.levelContent = this.scene.levelContent; this.roomID = roomID; // Build Tilemap with Correct Dimensions short xCount, yCount; RoomGenerate.DetectRoomSize(this.levelContent.data.rooms[roomID], out xCount, out yCount); // Initialize Object Limiter Count this.scene.limiter.RunRoomCount(roomID, this.levelContent.data.rooms[roomID]); // Sizing this.xCount = xCount; this.yCount = yCount; this.mapWidth = xCount * (byte)TilemapEnum.TileWidth; this.mapHeight = yCount * (byte)TilemapEnum.TileHeight; // Initial Setup EditorUI.currentSlotGroup = 1; }