// Set a new direction for the pathwalker.
    private void SetDirection()
    {
        int random = Random.Range(0, 101);

        if (random <= mapGenerator.chanceForward)
        {
        }
        else if (random <= mapGenerator.PurcentageLeft)
        {
            switch (direction)
            {
            case PathWalkerDirection.Right:
                direction = PathWalkerDirection.Up;
                break;

            case PathWalkerDirection.Left:
                direction = PathWalkerDirection.Down;
                break;

            case PathWalkerDirection.Up:
                direction = PathWalkerDirection.Left;
                break;

            case PathWalkerDirection.Down:
                direction = PathWalkerDirection.Right;
                break;
            }
        }
        else if (random <= mapGenerator.PurcentageRight)
        {
            switch (direction)
            {
            case PathWalkerDirection.Right:
                direction = PathWalkerDirection.Down;
                break;

            case PathWalkerDirection.Left:
                direction = PathWalkerDirection.Up;
                break;

            case PathWalkerDirection.Up:
                direction = PathWalkerDirection.Right;
                break;

            case PathWalkerDirection.Down:
                direction = PathWalkerDirection.Left;
                break;
            }
        }
        else if (random <= mapGenerator.PurcentageBackward)
        {
            switch (direction)
            {
            case PathWalkerDirection.Right:
                direction = PathWalkerDirection.Left;
                break;

            case PathWalkerDirection.Left:
                direction = PathWalkerDirection.Right;
                break;

            case PathWalkerDirection.Up:
                direction = PathWalkerDirection.Down;
                break;

            case PathWalkerDirection.Down:
                direction = PathWalkerDirection.Up;
                break;
            }
            mapGenerator.SpawnCollectible(position, CollectibleType.WeaponChest);
        }
    }
    int steps = 0;                  // The current number of steps.

    /*
     * Methods
     */

    private void Start()
    {
        direction = (PathWalkerDirection)Random.Range(0, 3);
    }