public void Render(Position pos, Dungeon map)
        {
            GameObject wall;

            // floor
            if (!map.HasContent(pos + new Position (0, -1, 0))) {
            wall = GameObject.CreatePrimitive (PrimitiveType.Quad);
            wall.renderer.material = floorMaterial;
            map.AddChild(wall);
            wall.transform.Rotate(90,0,0);
            wall.transform.position = pos.Vector3 + new Vector3 (0, -0.5f, 0);
            }

            // ceiling
            if (!map.HasContent(pos + new Position (0, 1, 0))) {
            wall = GameObject.CreatePrimitive (PrimitiveType.Quad);
            wall.renderer.material = ceilingMaterial;
            map.AddChild(wall);
            wall.transform.Rotate(-90,0,0);
            wall.transform.position = pos.Vector3 + new Vector3 (0, 0.5f, 0);
            }

            // walls
            if (!map.HasContent(pos + new Position (-1, 0, 0))) {
            wall = GameObject.CreatePrimitive (PrimitiveType.Quad);
            wall.renderer.material = wallMaterial;
            map.AddChild(wall);
            wall.transform.Rotate(0,-90,0);
            wall.transform.position = pos.Vector3 + new Vector3 (-0.5f, 0, 0);
            }
            if (!map.HasContent(pos + new Position (1, 0, 0))) {
            wall = GameObject.CreatePrimitive (PrimitiveType.Quad);
            wall.renderer.material = wallMaterial;
            map.AddChild(wall);
            wall.transform.Rotate(0,90,0);
            wall.transform.position = pos.Vector3 + new Vector3 (0.5f, 0, 0);
            }
            if (!map.HasContent(pos + new Position (0, 0, -1))) {
            wall = GameObject.CreatePrimitive (PrimitiveType.Quad);
            wall.renderer.material = wallMaterial;
            map.AddChild(wall);
            wall.transform.Rotate(0,180,0);
            wall.transform.position = pos.Vector3 + new Vector3 (0, 0, -0.5f);
            }
            if (!map.HasContent(pos + new Position (0, 0, 1))) {
            wall = GameObject.CreatePrimitive (PrimitiveType.Quad);
            wall.renderer.material = wallMaterial;
            map.AddChild(wall);
            wall.transform.Rotate(0,0,0);
            wall.transform.position = pos.Vector3 + new Vector3 (0, 0, 0.5f);
            }
        }
 public void Render(Position pos, Dungeon map)
 {
     var end = (GameObject)Object.Instantiate(endTrigger);
     end.transform.position = pos.Vector3;
     map.AddChild (end);
 }