//update explored maze on UI void updateExplored() { if (mazeWidth == 50) { mazeOffset = 190; } exploredMaze = exploration.GetExploredMap(); for (int i = 0; i < exploredMazeObjects.Length; i++) { Destroy(exploredMazeObjects[i]); } counter = 0; for (int i = 0; i < mazeHeight; i++) { for (int j = 0; j < mazeWidth; j++) { Vector3 tempVector = new Vector3(xStart + (xSpace * j) + mazeOffset, 0, yStart - (ySpace * i)); MazeCell mazeCell = exploredMaze.GetCell(new Vector2Int(i, j)); if (mazeCell == null) { continue; } if (mazeCell.IsWallCell() == true) { exploredMazeObjects[counter++] = Instantiate(wallPrefab, tempVector, Quaternion.identity); } else if (mazeCell.IsVisited() == false) { exploredMazeObjects[counter++] = Instantiate(floorPrefab, tempVector, Quaternion.identity); } else if (exploredMaze.GetCell(new Vector2Int(i, j)).IsVisited()) { exploredMazeObjects[counter++] = Instantiate(visitedFloorPrefab, tempVector, Quaternion.identity); } } } Vector2Int vector = exploredMaze.GetCurrentPosition(); Vector3 robotPosition = new Vector3(xStart + (xSpace * vector.y) + mazeOffset, 0, yStart - (ySpace * vector.x)); exploredMazeObjects[counter] = Instantiate(robotPrefab, robotPosition, Quaternion.identity); exploringRobot = exploredMazeObjects[counter++]; }