void AssignMines() { unminedTiles = new List <TileModel>(allTiles); minedTiles = new List <TileModel>(); for (int assigned = 0; assigned < numberOfMines; ++assigned) { TileModel currentTile = (TileModel)unminedTiles[Random.Range(0, unminedTiles.Count)]; currentTile.GetComponent <TileModel>().isMined = true; minedTiles.Add(currentTile); unminedTiles.Remove(currentTile); } }