public void GenerateNewGrid() { if (_gameGridTiles != null) { DestroyMapData(); } _worldMap = FindObjectOfType <DynamicWorldMap>(); GenerateMapData(); GenerateMapTiles(); GenerateEnvironment(); //GenerateDeployPoint(); //GenerateStartingObjects(); //Array.Sort(newSegmentAfterCount); _pathFinder.AssignGridInfo(_currentGridInfo); if (newGameGrid != null) { newGameGrid(_currentGridInfo); } _gridCoords.AssignGridInfo(_currentGridInfo); _currentSpreadingRoutine = AnomalySpreadingTimer(); StartCoroutine(_currentSpreadingRoutine); //Debug.Log("New grid generated"); }