fix build errors
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@@ -4,6 +4,7 @@ using UnityEngine.UIElements;
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namespace EscapeRoomEngine.Engine.Runtime.Editor
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{
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#if UNITY_EDITOR
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public class EngineEditor : EditorWindow
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{
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private bool _registeredUpdateEvent;
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@@ -86,4 +87,5 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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_skipAndPassButton.SetEnabled(EditorApplication.isPlaying && Engine.DefaultEngine.NumberOfRooms > 0);
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}
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}
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#endif
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}
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@@ -36,7 +36,7 @@ namespace EscapeRoomEngine.Engine.Runtime
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public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
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private readonly List<Room> _rooms = new();
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private GameObject _playSpaceOrigin, _environment;
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private GameObject _playSpaceOrigin;
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private void Start()
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{
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@@ -44,11 +44,6 @@ namespace EscapeRoomEngine.Engine.Runtime
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_playSpaceOrigin.transform.SetParent(transform);
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_playSpaceOrigin.transform.localPosition = new Vector3(-theme.playSpace.x / 2f, 0, -theme.playSpace.y / 2f);
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if (theme.environment)
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{
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_environment = Instantiate(theme.environment, _playSpaceOrigin.transform, false);
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}
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GenerateRoom();
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}
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@@ -62,11 +57,16 @@ namespace EscapeRoomEngine.Engine.Runtime
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var room = new Room(entrance);
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_rooms.Add(room);
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GenerateSpace(room, entrance); // TODO: rooms with more than one space
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GenerateSpace(room, entrance);
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var roomId = _rooms.Count - 1;
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room.InstantiateRoom(_playSpaceOrigin.transform, roomId * roomOffset, roomId.ToString());
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if (theme.environment)
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{
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Instantiate(theme.environment, room.roomObject.transform, false);
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}
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UpdateUI();
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}
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