/// <summary> /// Reveals current tile and nearby ones if ENumber == Empty /// </summary> public void Reveal() { // skip if already revealed or flagged if (_revealed || _flagged) { return; } _revealed = true; _sprRend.sprite = _sprRevealed; if (_type != EType.Mine && _num == ENumber.Empty) { Neighbours.ForEach(neighbour => neighbour.Revealed = true); } _parent.OnTileReveal(gameObject); }