private void GenerateMap()
    {
        GeneratedMap generatedMap = new GeneratedMap();

        generatedMap.SetRoomSize(data.GetRoomSize());
        MapRoom[,] mapRoom = new MapRoom[data.GetMapSize().x, data.GetMapSize().y];
        generatedMap.SetMap(mapRoom);

        List <Vector2Int> RoomPositions = GeneratePath(data.GetMapSize());
        //TempSpawnPath(RoomPositions);
        List <DoorConfiguration> doorconfig = GenerateDoorConfig(RoomPositions);
        List <MapRoom>           roomlist   = GenerateRoomList(doorconfig);

        for (int i = 0; i < RoomPositions.Count; i++)
        {
            Vector2Int CurrentPos = RoomPositions[i];
            Debug.Log(CurrentPos);
            MapRoom CurrentRoom = roomlist[i];
            mapRoom[CurrentPos.x, CurrentPos.y] = CurrentRoom;
        }
        InstantiateMap(generatedMap);

        MovePlayerToSpawn(RoomPositions[0]);
    }