public void SetBlockAndRecompute(BlockData block, Vector3i pos)
    {
        SetBlock(block, pos);

        Build(Chunk.ToChunkPosition(pos));
        foreach (Vector3i dir in Vector3i.directions)
        {
            Build(Chunk.ToChunkPosition(pos + dir));
        }
        LightComputer.RecomputeLightAtPosition(this, pos);
    }
Beispiel #2
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    public void SetBlockAndRecompute(BlockData block, Vector3i pos)
    {
        SetBlock(block, pos);

        Vector3i chunkPos = Chunk.ToChunkPosition(pos);
        Vector3i localPos = Chunk.ToLocalPosition(pos);

        SetDirty(chunkPos);

        if (localPos.x == 0)
        {
            SetDirty(chunkPos - Vector3i.right);
        }
        if (localPos.y == 0)
        {
            SetDirty(chunkPos - Vector3i.up);
        }
        if (localPos.z == 0)
        {
            SetDirty(chunkPos - Vector3i.forward);
        }

        if (localPos.x == Chunk.SIZE_X - 1)
        {
            SetDirty(chunkPos + Vector3i.right);
        }
        if (localPos.y == Chunk.SIZE_Y - 1)
        {
            SetDirty(chunkPos + Vector3i.up);
        }
        if (localPos.z == Chunk.SIZE_Z - 1)
        {
            SetDirty(chunkPos + Vector3i.forward);
        }

        SunLightComputer.RecomputeLightAtPosition(this, pos);
        LightComputer.RecomputeLightAtPosition(this, pos);

        UpdateMeshColliderAfterBlockChange();
    }