public LevelTree(int number, int x_size, int y_size, int direction, GameObject tile, GameObject wall, int x, int y)
        {
            this.x_size    = x_size;
            this.y_size    = y_size;
            this.number    = number;
            this.direction = direction;
            this.tile      = tile;
            this.wall      = wall;

            makeWall(this.x_size, this.y_size, x, y);
            makeMap(this.x_size, this.y_size, x, y);
            if (number > 0)
            {
                if (direction != ConstDirectionNum.right) //Left Direction
                {
                    LevelTree leftTree = new LevelTree(UnityEngine.Random.Range(0, number - 1), x_size, y_size, ConstDirectionNum.left, tile, wall, x - x_size, y);
                }
                if (direction != ConstDirectionNum.left) //Right Direction
                {
                    LevelTree leftTree = new LevelTree(UnityEngine.Random.Range(0, number - 1), x_size, y_size, ConstDirectionNum.right, tile, wall, x + x_size, y);
                }
                if (direction != ConstDirectionNum.up) // Down Direction
                {
                    LevelTree leftTree = new LevelTree(UnityEngine.Random.Range(0, number - 1), x_size, y_size, ConstDirectionNum.down, tile, wall, x, y - y_size);
                }
                if (direction != ConstDirectionNum.down) //Up Direction
                {
                    LevelTree leftTree = new LevelTree(UnityEngine.Random.Range(0, number - 1), x_size, y_size, ConstDirectionNum.up, tile, wall, x, y + y_size);
                }
            }
        }
 // Start is called before the first frame update
 void Start()
 {
     LevelTree lvTree = new LevelTree(map_sizeField, x_sizeField, y_sizeField, ConstDirectionNum.root, tile, wall, 0, 0);
 }