/// <summary> /// Delete the cell at the given index. /// The user must handle the destructiuon of the component and the the gameobject associated. /// </summary> /// <param name="index"></param> public void DeleteCell(Cell cell) { if (_map != null) { _map.Remove(cell.GetIndex()); } }
/// <summary> /// Get the neighbours of a given cell. It check the possibles neighbours and add it to the returning list if the cell exists. /// It's not necessary that the cell passed was an existing cell in the grid. /// </summary> /// <param name="cell">The cell to check neighbours.</param> /// <returns>A list of cells that exist in the neighbours of the cell.</returns> public List <Cell> GetNeighboursCell(ref Cell cell) { Vector3Int index = cell.GetIndex(); return(GetNeighboursCell(ref index)); }