public void AddCity(City newCity) { if (cityInMyCell) { throw new UnityException("Tile already has a city!"); } cityInMyCell = newCity; cityIBelongTo = newCity; //start by making a city have all of the neighbor hexes within the borders for (HexDirection direction = HexDirection.NE; direction <= HexDirection.NW; direction++) { HexCell neighbor = GetNeighbor(direction); if (neighbor != null) { cityInMyCell.AddCellToTerritory(neighbor); neighbor.AddCityToWhichIBelong(cityInMyCell); friendlyEdge[(int)direction] = true; neighbors[(int)direction].RefreshSelfOnly(); RefreshSelfOnly(); } } }