/// <summary>
        /// Converts a world position to a chunk coordinate
        /// 将世界位置转换为块坐标
        /// </summary>
        /// <param name="worldPosition">The world-position that should be converted</param>
        /// <returns>The world position converted to a chunk coordinate</returns>
        public int3 WorldPositionToCoordinate(float3 worldPosition)
        {
            float3 localPosition = worldPosition -
                                   new float3(transform.position.x,
                                              transform.position.y,
                                              transform.position.z);

            return(localPosition.FloorToMultipleOfX(ChunkSize) / ChunkSize);
        }
 public static int3 WorldPositionToCoordinate(float3 worldPosition, int3 chunkSize)
 {
     return(worldPosition.FloorToMultipleOfX(chunkSize) / chunkSize);
 }
 /// <summary>
 /// Converts a local position to a chunk coordinate
 /// 将本地位置转换为块坐标
 /// </summary>
 /// <param name="worldPosition">The world-position that should be converted</param>
 /// <returns>The world position converted to a chunk coordinate</returns>
 public int3 LocalPositionToCoordinate(float3 localPosition)
 {
     return(localPosition.FloorToMultipleOfX(ChunkSize) / ChunkSize);
 }
 int3 PositionToChunkCoord(float3 pos)
 {
     return(pos.FloorToMultipleOfX(chunkSize));
 }
 /// <summary>
 /// Converts a world position to a chunk coordinate
 /// </summary>
 /// <param name="worldPosition">The world-position that should be converted</param>
 /// <returns>The world position converted to a chunk coordinate</returns>
 public int3 WorldPositionToCoordinate(float3 worldPosition)
 {
     return(worldPosition.FloorToMultipleOfX(ChunkSize) / ChunkSize);
 }