/// <summary>
    /// <para>Notify the chunk loading. If is a parallel execution, is added to the ChunksLoaded list in order to be build at BuildParallelyLoadedChunks method.</para>
    /// <para>If the chunk is for map, it is added to ChunksForMap list.</para>
    /// <para>Otherwise, the chunk is build.</para>
    /// <para>IMPORTANT: If is a parallel execution, this method can't instanciate any child of GameObject.</para>
    /// </summary>
    /// <param name="chunk">Chunk instance.</param>
    /// <param name="isParellel">If the chunk is loading in parallel.</param>
    /// <param name="isForMap">If the chunk is loading for the terrain mapping.</param>
    protected virtual void ChunkLoaded(Chunk chunk, bool isParallel, bool isForMap)
    {
        if (isParallel)
        {
            Monitor.Enter(ChunksLoadingLock);
        }

        if (isForMap)
        {
            ChunksLoadingForMap.Remove(chunk.Position);
            ChunksForMap.Add(chunk.Position, chunk);
        }
        else if (isParallel)
        {
            ChunksLoading.Remove(chunk.Position);
            ChunksLoaded.Add(chunk.Position, chunk);
        }

        if (isParallel)
        {
            Monitor.Exit(ChunksLoadingLock);
        }
        else if (!isForMap)
        {
            BuildChunk(chunk);
            CurrentChunks.Add(chunk.Position, chunk);
        }
    }
    /// <summary>
    /// Equivalent to DynamicChunksUpdate but for terrain mapping. Loads the chunks required for the map and unloads the unrequired ones.
    /// </summary>
    /// <param name="bottomLeftPos">Bottom left corner of the map.</param>
    /// <param name="topRightPos">Top right corner of the map.</param>
    /// <param name="inMaxUpdateTime">Function from the mapping class that checks if the corresponding MaxUpdateTime is exceeded.</param>
    public virtual void UpdateChunksForMap(Vector2Int bottomLeftPos, Vector2Int topRightPos, System.Func <bool> inMaxUpdateTime)
    {
        Vector2Int bottomLeftChunkPos = TerrainPosToChunk(bottomLeftPos);
        Vector2Int topRightChunkPos   = TerrainPosToChunk(topRightPos);
        Vector2Int mapSize            = topRightChunkPos - bottomLeftChunkPos;

        // Destroy the don't required chunks
        List <Vector2Int> chunksToDestroy = new List <Vector2Int>();

        foreach (KeyValuePair <Vector2Int, Chunk> entry in ChunksForMap)
        {
            if (entry.Key.x < bottomLeftChunkPos.x || entry.Key.x > topRightChunkPos.x ||
                entry.Key.y < bottomLeftChunkPos.y || entry.Key.y > topRightChunkPos.y)
            {
                entry.Value.Destroy();
                chunksToDestroy.Add(entry.Key);
            }
        }

        foreach (Vector2Int pos in chunksToDestroy)
        {
            ChunksForMap.Remove(pos);
        }

        // Load the chunks required for map
        Vector2Int chunkPos = new Vector2Int();

        for (int x = 0; x <= mapSize.x; x++)
        {
            for (int y = 0; y <= mapSize.y; y++)
            {
                chunkPos.x = bottomLeftChunkPos.x + x;
                chunkPos.y = bottomLeftChunkPos.y + y;

                // If no loaded neither loading
                if (!CurrentChunks.ContainsKey(chunkPos) &&
                    !ChunksLoaded.ContainsKey(chunkPos) &&
                    !ChunksLoading.ContainsKey(chunkPos) &&
                    !ChunksForMap.ContainsKey(chunkPos) &&
                    !ChunksLoadingForMap.ContainsKey(chunkPos))
                {
                    LoadChunk(chunkPos, ParallelChunkLoading, true);
                }
            }
        }
    }
    public virtual Cell GetCell(Vector2Int terrainPos, bool isForMap = false)
    {
        Cell cell = null;

        Chunk chunk = GetChunk(terrainPos);

        // Check ChunksForMap
        if (chunk == null && isForMap)
        {
            Vector2Int chunkPos = TerrainPosToChunk(terrainPos);
            ChunksForMap.TryGetValue(chunkPos, out chunk);
        }

        // Get cell from the chunk if it exists
        if (chunk != null)
        {
            Vector2Int posInChunk = new Vector2Int(LC_Math.Mod(terrainPos.x, ChunkSize),
                                                   LC_Math.Mod(terrainPos.y, ChunkSize));

            cell = chunk.Cells[posInChunk.x, posInChunk.y];
        }

        return(cell);
    }
    /// <summary>
    /// Destroys all the chunks of the terrain, including all GameObjects and ParallelTasks.
    /// </summary>
    public virtual void DestroyTerrain()
    {
        IsGenerated = false;

        foreach (Transform child in transform)
        {
            Destroy(child.gameObject);
        }

        if (CurrentChunks != null)
        {
            foreach (KeyValuePair <Vector2Int, Chunk> entry in CurrentChunks)
            {
                entry.Value.Destroy();
            }

            CurrentChunks.Clear();
        }

        if (ChunksForMap != null)
        {
            foreach (KeyValuePair <Vector2Int, Chunk> entry in ChunksForMap)
            {
                entry.Value.Destroy();
            }

            ChunksForMap.Clear();
        }

        lock ( ChunksLoadingLock )
        {
            if (ChunksLoading != null)
            {
                foreach (KeyValuePair <Vector2Int, Chunk> entry in ChunksLoading)
                {
                    entry.Value.Destroy();
                }

                ChunksLoading.Clear();
            }

            if (ChunksLoaded != null)
            {
                foreach (KeyValuePair <Vector2Int, Chunk> entry in ChunksLoaded)
                {
                    entry.Value.Destroy();
                }

                ChunksLoaded.Clear();
            }

            if (ChunksLoadingForMap != null)
            {
                foreach (KeyValuePair <Vector2Int, Chunk> entry in ChunksLoadingForMap)
                {
                    entry.Value.Destroy();
                }

                ChunksLoadingForMap.Clear();
            }
        }
    }