private void DiscoverTerrainAndSetVisible(Vector2 worldIndex)
{
List<Vector2> terrainToAffect = GetSurroundingWorldIndexPositions(worldIndex);
foreach (Vector2 index in terrainToAffect)
{
Tiles[(int)index.X, (int)index.Y].IsExploredByPlayer = true;
Tiles[(int)index.X, (int)index.Y].IsVisibleToPlayer = true;
}
}