public void SetRiver(TriDirection direction) { if (!isRiver[(int)direction]) { isRiver[(int)direction] = true; RefreshSelfOnly(); TriCell neighbor = GetNeighbor(direction); neighbor.isRiver[(int)direction] = true; neighbor.RefreshSelfOnly(); } }
public void RemoveRiver(TriDirection direction) { if (isRiver[(int)direction]) { isRiver[(int)direction] = false; RefreshSelfOnly(); TriCell neighbor = GetNeighbor(direction); neighbor.isRiver[(int)direction] = false; neighbor.RefreshSelfOnly(); } }