My unity wont complete my variables

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class MapGenerator : MonoBehaviour {

	public Transform tilePrefab;
	public Transform obstaclePrefab;
	public Vector2 mapSize;

	[Range(0,1)]
	public float outlinePercent;
	[Range(0,1)]
	public float obstaclePercent;

	List<Coord> allTileCoords;
	Queue<Coord> shuffledTileCoords;

	public int seed = 10;
	Coord mapCentre;

	void Start(){
		GenerateMap();
	}

	public void GenerateMap(){

		allTileCoords = new List<Coord>();
		for(int x = 0; x <  mapSize.x; x++){
			for(int y = 0; y <  mapSize.y; y++){
				allTileCoords.Add(new Coord(x,y));
			}

		}
		shuffledTileCoords = new Queue<Coord>(Utility.ShuffleArray(allTileCoords.ToArray(), seed));
		mapCentre = new Coord(mapSize.x/2, mapSize.y/2);

		string holderName = "Generated Map";
		if(transform.FindChild(holderName)){
			DestroyImmediate(transform.FindChild(holderName).gameObject);

		}

		Transform mapHolder = new GameObject(holderName).transform;
		mapHolder.parent = transform;


		for(int x = 0; x <  mapSize.x; x++){
			for(int y = 0; y <  mapSize.y; y++){
				Vector3 tilePosition = CoordToPosition(x,y);
				Transform newTile = Instantiate(tilePrefab, tilePosition, Quaternion.Euler(Vector3.right*90)) as Transform;
				newTile.localScale = Vector3.one * (1-outlinePercent);
				newTile.parent = mapHolder;
			}

		}








		bool[,] obstacleMap = new bool[(int)mapSize.x, (int)mapSize.y];

		int obstacleCount = (int)(mapSize.x * mapSize.y * obstaclePercent);
		int currentObstacleCount = 0;
		for(int i =0; i < obstacleCount; i ++){
			Coord randomCoord = GetRandomCoord();
			obstacleMap [randomCoord.x, randomCoord.y] = true;
				currentObstacleCount ++;

			if(randomCoord != mapCentre && MapIsFullyAccessible(obstacleMap, currentObstacleCount)){
				Vector3 obstaclePosition = CoordToPosition(randomCoord.x, randomCoord.y);

				Transform newObstacle = Instantiate(obstaclePrefab, obstaclePosition + Vector3.up * .5f, Quaternion.identity) as Transform;
				newObstacle.parent = mapHolder;
			}
				else{
				obstacleMap [randomCoord.x, randomCoord.y] = false;
					currentObstacleCount --;
			}
		}
	}
	bool MapIsFullyAccessible(bool[,] obstacleMap, int currentObstacleCount){
		bool[,] mapFlags = new bool[obstacleMap.GetLength(0),obstacleMap.GetLength(1)];
		Queue<Coord> queue = new Queue<Coord> ();
		queue.Enqueue (mapCentre);
		mapFlags[mapCentre.x, mapCentre.y] = true;

		int accsessibleTileCount = 1;

		while(queue.Count > 0){
			Coord tile = queue.Dequeue();

			for(int x= -1; x <= 1; x ++){
				for(int y= -1; y <= 1; y ++){
					int neighbourX = tile.x + x;
					int neighbourY = tile.y + y;
					if(x == 0 || y == 0){
						if(neighbourX >= 0 && neighbourX < obstacleMap.GetLength(0) && neighbourY >= 0 && neighbourY < obstacleMap.GetLength(1){
							if (!mapFlags[neighboyrX, neighbourY] && !obstacleMap[neighbourX,neighbourY]){
								mapFlags[neighbourX, neighbourY] = true;
								queue.Enqueue(new Coord(neighbourX,neighbourY);
								accses
							}
						}
					}
				}
			}
		}
	}
	
	Vector3 CoordToPosition(int x, int y){
		return new Vector3(-mapSize.x / 2 + 0.5f + x, 0, -mapSize.y / 2 + 0.5f + y);
	}

	public Coord GetRandomCoord(){
		Coord randomCoord = shuffledTileCoords.Dequeue();
		shuffledTileCoords.Enqueue(randomCoord);
		return randomCoord;
	}

	public struct Coord{
		public int x;
		public int y;

		public Coord(int _x, int _y){
			x = _x;
			y = _y;
		}
	}
}

Oh shizz, didnt write anything.
I thought it might have been because i did something wrong, but I actually have no idea…
I know it says “accses” randomly in the code, but that’s not the problem, I just made sure it still didnt complete the variable!