void serializeChunkData(SerializableChunk copyTo, WorldChunk copyFrom) { // save indexes copyTo.x = copyFrom.getX(); copyTo.z = copyFrom.getZ(); // save chunk sectors WorldSector[,] sectors = copyFrom.getAllSectors(); for (int i = 0; i < GameSettings.LoadedConfig.ChunkLength_Sectors*GameSettings.LoadedConfig.ChunkLength_Sectors; ++i) { copyTo.sectors.Add(new SerializableSector()); int sx = i%GameSettings.LoadedConfig.ChunkLength_Sectors; int sz = Mathf.FloorToInt(i/GameSettings.LoadedConfig.ChunkLength_Sectors); serializeSectorData(copyTo.sectors[i], sectors[sx, sz]); } }