private ICell FindClosestUnoccupiedCell(DungeonMap dungeonMap, int x, int y) { for (int i = 1; i < 5; i++) { foreach (ICell cell in dungeonMap.GetBorderCellsInCircle(x, y, i)) { if (cell.IsWalkable) { return(cell); } } } return(null); }
private ICell FindClosestUnoccupiedCell(DungeonMap dungeonMap, int x, int y) { for (int i = 1; i < 5; i++) { foreach (ICell cell in dungeonMap.GetBorderCellsInCircle(x, y, i)) { if (cell.IsWalkable) { return(cell); } } } return(null); }