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; } }