public void Initialize(Block[, ,] data, int size, Material material, Terrain world) { _meshFilter = GetComponent<MeshFilter>(); _meshCollider = GetComponent<MeshCollider>(); GetComponent<MeshRenderer>().material = material; this._data = data; _size = size; _parentWorld = world; }
public ChunkSaveData(Block[] data, Vector3 position) { Data = data; Position = position; }
private Block[, ,] WorldToBlocks(int xOffset, int yOffset, int zOffset) { Block[, ,] data = new Block[chunkSize, chunkSize, chunkSize]; for (int x = 0; x < chunkSize; x++) { for (int y = 0; y < chunkSize; y++) { for (int z = 0; z < chunkSize; z++) { var value = _worldData[x + xOffset, y + yOffset, z + zOffset]; data[x, y, z] = new Block(Random.Range(1,5), value); } } } return data; }