public void PrepareIslandBasis(ChunkGenerationMode cmode)
    { // его придётся сохранять!
        switch (cmode)
        {
        case ChunkGenerationMode.Peak:
            int        resolution = 15;
            GameObject g          = Constructor.CreatePeakBasis(resolution, ResourceType.STONE_ID);
            float      cs         = Chunk.chunkSize * Block.QUAD_SIZE;
            g.transform.localScale = Vector3.one * cs / 2f;
            g.transform.position   = new Vector3(cs / 2f - 0.5f * Block.QUAD_SIZE, g.transform.localScale.y / 2f - 0.5f * Block.QUAD_SIZE, cs / 2f - 0.5f * Block.QUAD_SIZE);
            break;

        default: return;
        }
    }