public void RefreshCellG() { List <EntityBaseController> characters = SoldierManager.Instance.GetCharacters(); if (characters == null || characters.Count == 0) { return; } foreach (var cell in cells) { cell.ResetPassableDifficulty(); } foreach (var character in characters) { if (character == null) { continue; } BaseCell cell = GetCellByID(character.CurrentCellId); if (cell == null) { continue; } float passableDifficulty = 0; if (m_PassableDifficulty == EPassableDifficulty.High) { passableDifficulty = GameBlackBoard.CELL_PASSABLE_DIFFICULTY_ADD_PER_CHARACTER_HIGH; } else if (m_PassableDifficulty == EPassableDifficulty.Medium) { passableDifficulty = GameBlackBoard.CELL_PASSABLE_DIFFICULTY_ADD_PER_CHARACTER_MEDIUM; } else if (m_PassableDifficulty == EPassableDifficulty.Low) { passableDifficulty = GameBlackBoard.CELL_PASSABLE_DIFFICULTY_ADD_PER_CHARACTER_LOW; } cell.SetPassableDifficulty(cell.PassableDifficulty + passableDifficulty); } }