/// <summary> /// Instantiates the level. /// </summary> void InstantiateLevel(int player) { // tileMap = (GameObject)Instantiate(tileMapPrefab); // tileMap.transform.SetParent(this.transform); GameTile g = (player == 1) ? p1StartCell : p2StartCell; PlayerController p = turnController.GetSpecificPlayer(player); g.PlaceObjectOnThisTile(am.balloonPrefab, p, true); List <GameTile> gl = g.CalculateOwnership(p); Debug.Log(gl.Count); p.AddLandToList(gl); }