public TerrainCellData GenerateFlatCell(Vector2 coords) { TerrainCellData data = new TerrainCellData(); data.xCoord = (int)coords.x; data.yCoord = (int)coords.y; data.id = world.CoordsToCellId((int)coords.x, (int)coords.y); for (int i = 0; i < cellSize; i++) { for (int j = 0; j < cellSize; j++) { TerrainBlock block = new TerrainBlock(); block.gpx = i; block.gpz = j; block.blockId = TerrainBlock.Blocks.Dirt; data.blocks.Add(block); } } // Add blocks to each corner data.blocks.Add(new TerrainBlock(new Vector3(1, 1, 1))); data.blocks.Add(new TerrainBlock(new Vector3(cellSize - 2, 1, 1))); data.blocks.Add(new TerrainBlock(new Vector3(1, 1, cellSize - 2))); data.blocks.Add(new TerrainBlock(new Vector3(cellSize - 2, 1, cellSize - 2))); return(data); }