//room types
 //0: entry room
 //1: exit room
 //2: key room
 //3: enemy room
 //4: med room
 public void fillRoom(SubDungeon room, int type)
 {
     if (type == 3)
     {
         Vector2    loc      = room.randRoomPoint(room);
         GameObject instance = Instantiate(enemy, loc, Quaternion.identity) as GameObject;
         //TransporterScript tsScript = instance.GetComponent<TransporterScript>();
         //tsScript.accessible ==
         instance.transform.SetParent(transform);
         //boardPositionsFloor[i, j] = instance;
     }
     else if (type == 1)
     {
         Vector2           loc      = room.randRoomPoint(room);
         GameObject        instance = Instantiate(teleporter, loc, Quaternion.identity) as GameObject;
         TransporterScript tsScript = instance.GetComponent <TransporterScript>();
         tsScript.accessible = true;
         tsScript.newScene   = true;
         instance.transform.SetParent(transform);
         //boardPositionsFloor[i, j] = instance;
     }
     else if (type == 4)
     {
         Vector2    loc       = room.randRoomPoint(room);
         Vector2    loc2      = room.randRoomPoint(room);
         GameObject instance  = Instantiate(hpack, loc, Quaternion.identity) as GameObject;
         GameObject instance2 = Instantiate(hpack, loc, Quaternion.identity) as GameObject;
         //TransporterScript tsScript = instance.GetComponent<TransporterScript>();
         //sScript.newScene = true;
         instance.transform.SetParent(transform);
     }
 }