/// <summary> /// remove connections between this tile and the tile in direction, creating a wall between them /// </summary> public void createWall() { getCurrentNode(); // make sure node copy is current getCurrentMap(); // make sure map reference is current if (currentNode[(int)methodDirection] < 0) // only try to run it there is actually a node in that direction { Debug.Log("Error: no node in that direction"); return; } LevelEditor_2.createWall(currentMap, currentNode.index, methodDirection); getCurrentNode(); // redraw the newly changed map GameManager.gameplay.nonEuclidRenderer.HandleRender(GameManager.Direction.East, currentNode, false); }