void _CheckWhichTilesAdd(_Horizontal __horDir, _Vertical __verDir, short __horDiff, short __verDiff)
 {
     if (__verDir == _Vertical.Down)
     {
         if (__horDir == _Horizontal.Right)
         {
             _DeleteOldTiles_V2(__verDiff, __horDiff, false, false);
             _AddNewTiles_V2(__verDiff, __horDiff, true, true);
         }
         else
         {
             _DeleteOldTiles_V2(__verDiff, __horDiff, true, false);
             _AddNewTiles_V2(__verDiff, __horDiff, false, true);
         }
     }
     else
     {
         if (__horDir == _Horizontal.Right)
         {
             _DeleteOldTiles_V2(__verDiff, __horDiff, false, true);
             _AddNewTiles_V2(__verDiff, __horDiff, true, false);
         }
         else
         {
             _DeleteOldTiles_V2(__verDiff, __horDiff, true, true);
             _AddNewTiles_V2(__verDiff, __horDiff, false, false);
         }
     }
 }
    void _CheckDiffBetCameraPos(short __lastX, short __lastY, short __curX, short __curY)
    {
        short __diffY = 0;
        short __diffX = 0;
        // Directions of move of camera
        _Vertical   __ver = _Vertical.None;
        _Horizontal __hor = _Horizontal.None;

        // If camera goes down
        if (__curY > __lastY)
        {
            __diffY = _CalculateDiffY(__curY, __lastY);
            __ver   = _Vertical.Down; // We work upside down so if camera goes down in scene in arrays goes up.
        }
        // If camera goes up
        else if (__curY < __lastY)
        {
            __diffY = _CalculateDiffY(__lastY, __curY);
            __ver   = _Vertical.Up;
        }

        // If camera goes right
        if (__curX > __lastX)
        {
            __diffX = _CalculateDiffX(__curX, __lastX);
            __hor   = _Horizontal.Right;
        }
        // If camera goes left
        else if (__curX < __lastX)
        {
            __diffX = _CalculateDiffX(__lastX, __curX);
            __hor   = _Horizontal.Left;
        }
        _CheckWhichTilesAdd(__hor, __ver, __diffX, __diffY);
    }