public void UnloadArea(WorldSpace2D begin, WorldSpace2D end) { var sequence = base.ChunksWithin(begin, end, createIfNull: false) .Select(chunk => TranslateWorldToChunk(chunk.Item1)); foreach (var position in sequence) { UnloadChunk(position); } }
/// <inheritdoc /> public void MakePersistant(WorldSpace2D coordinates) { base.MakePersistant(coordinates); }
public T this[WorldSpace2D coordinate] { get { return(base[coordinate]); } set { base[coordinate] = value; } }
public IEnumerable <T> Within(WorldSpace2D begin, WorldSpace2D end) { return(base.Within(begin, end)); }