private static void UpdateGridAndExistingCreeps(this GameLevel level, Vector2D gridPosition) { var index = level.GetIndexForMapData(gridPosition); level.MapData[index] = LevelTileType.Placeable; level.GetPathFinding().SetReachableAndUpdate(index); foreach (var creep in EntitiesRunner.Current.GetEntitiesOfType <Creep>()) { level.IsTherePossibleExitPath(creep); } level.UpdatePathsIfPossible(); }