protected virtual void PopulateEnemies(int min, int max) { // code to be used until Garrett's class/method for providing an enemy object is in place //GameObject e = FindObjectOfType<AP_DungeonGenerator>().enemy; // currently grabbing enemy object that I know dungeon generator has to instantiate int enemyAmount = Random.Range(min, max + 1); for (int i = 0; i < enemyAmount; i++) { GameObject enemy = Instantiate(enemyGenerator.getEnemy()); Collider2D roomCol = this.gameObject.GetComponent <Collider2D> (); enemy.GetComponent <Enemy> ().setRoom(roomCol); // enemy objects want to have the collider of the room they belong to, so Set(enemy); // they know the bounds they can wander } }