private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction) { MazePassage prefab; if (Random.value < eventProbability && eventCounter > 0) { //if(eventCounter > 0){ eventCounter--; prefab = eventPrefab; MazePassage chal = Instantiate(prefab) as EventTrigger; chal.Initialize(cell, otherCell, direction); chal.GetComponent <EventTrigger>().SetChallengeManagerRef(challengeManagerInst); prefab = passagePrefab; chal = Instantiate(prefab) as MazePassage; chal.Initialize(otherCell, cell, direction.GetOpposite()); } else { prefab = passagePrefab; //MazePassage prefab = Random.value < doorProbability ? doorPrefab : passagePrefab; MazePassage passage = Instantiate(prefab) as MazePassage; passage.Initialize(cell, otherCell, direction); passage = Instantiate(prefab) as MazePassage; passage.Initialize(otherCell, cell, direction.GetOpposite()); } }