public ChunkBorderInfo(bool isCorner, FalloffGenerator.Corner corner, bool isEdge, FalloffGenerator.Edge edge) { this.isCorner = isCorner; this.corner = corner; this.isEdge = isEdge; this.edge = edge; }
ChunkBorderInfo GetChunkBorderInfo() { bool isCorner = false; FalloffGenerator.Corner corner = FalloffGenerator.Corner.TOPLEFT; bool isEdge = false; FalloffGenerator.Edge edge = FalloffGenerator.Edge.TOP; Vector4 mapBounds = getMapBounds(); // Chunk in top left if (coord.x == mapBounds.x && coord.y == mapBounds.w) { isCorner = true; } // Top right else if (coord.x == mapBounds.w && coord.y == mapBounds.y) { isCorner = true; corner = FalloffGenerator.Corner.BOTTOMLEFT; } // Bottom left else if (coord.x == mapBounds.x && coord.y == mapBounds.z) { isCorner = true; corner = FalloffGenerator.Corner.TOPRIGHT; } // Bottom right else if (coord.x == mapBounds.y && coord.y == mapBounds.z) { isCorner = true; corner = FalloffGenerator.Corner.BOTTOMRIGHT; } // Left else if (coord.x == mapBounds.z) { isEdge = true; } // Bottom else if (coord.y == mapBounds.x) { isEdge = true; edge = FalloffGenerator.Edge.RIGHT; } // Right else if (coord.x == mapBounds.w) { isEdge = true; edge = FalloffGenerator.Edge.BOTTOM; } else if (coord.y == mapBounds.y) { isEdge = true; edge = FalloffGenerator.Edge.LEFT; } return(new ChunkBorderInfo(isCorner, corner, isEdge, edge)); }