void UpdateVisibility() { for (int y = 0; y < dungeonGenerator.mapHeight; y++) { for (int x = 0; x < dungeonGenerator.mapWidth; x++) { if (MapManager.map[x, y] != null) { FoV.VisibilityCheck(new Vector2Int(x, y)); if (MapManager.map[x, y].hasEnemy) { MapManager.map[x, y].enemyObject.GetComponent <EnemyVisibility>().VisibilityCheck(new Vector2Int(x, y)); } } } } }