private void Awake() { ChunksToLoad2 = new PriorityQueue <LoadedChunk2>(); ChunkBuffer = new List <LoadedChunk2>(); ChunkToLoadLock = new Object(); ChunksToLoad = new List <ChunkData>(60); ChunksToLoadPositions = new List <Vec2i>(60); PreLoadedChunkLock = new Object(); PreLoadedChunks = new List <PreLoadedChunk>(60); ObjectsToLoadLock = new Object(); ObjectsToLoad = new List <WorldObjectData>(); CurrentVerticies = new List <Vector3>(World.ChunkSize * World.ChunkSize * 6); CurrentTriangles = new List <int>(World.ChunkSize * World.ChunkSize * 6); CurrentUVs = new List <Vector2>(World.ChunkSize * World.ChunkSize * 6); CurrentColours = new List <Color>(World.ChunkSize * World.ChunkSize * 6); ChunkRegionManager = GetComponent <ChunkRegionManager>(); MarchingCubes = new MarchingCubes(-0.5f); ForceLoad = false; }
void Awake() { Instance = this; ToGetLoadedChunks = new Dictionary <ChunkData, int>(); LoadedChunks = new Dictionary <Vec2i, LoadedChunk2>(); LoadedRegions = new ChunkRegion[World.RegionCount, World.RegionCount]; ToUnloadChunks = new List <Vec2i>(); SubworldChunks = new Dictionary <Vec2i, LoadedChunk2>(); ThreadSafe = new Object(); ChunkLoader = GetComponent <ChunkLoader>(); }