private void DoNextGenerationStep(List <MazeCell> activeCells) { int currentIndex = activeCells.Count - 1; MazeCell currentCell = activeCells[currentIndex]; if (currentCell.IsFullyInitialized) { activeCells.RemoveAt(currentIndex); return; } MazeDirection direction = currentCell.RandomUninitializedDirection; IntVector2 coordinates = currentCell.coordinates + direction.ToIntVector2(); if (ContainsCoordinates(coordinates)) { MazeCell neighbor = GetCell(coordinates); if (neighbor == null) { neighbor = CreateCell(coordinates); neighbor.CreateCoin(this.coinPrefab, this.coinProbability); CreatePassage(currentCell, neighbor, direction); activeCells.Add(neighbor); } else if (currentCell.room.settingsIndex == neighbor.room.settingsIndex) { CreatePassageInSameRoom(currentCell, neighbor, direction); } else { CreateWall(currentCell, neighbor, direction); } } else { CreateWall(currentCell, null, direction); } }