protected IEnumerator LoadChunk() { /*Terrain newTerrain = null; * while (!GameWorld.Get.ClaimTerrain (out newTerrain)) { * if (Chunk.TargetMode == ChunkMode.Unloaded) { * yield break; * } else { * yield return null; * } * } * //un-set the terrain neighbors while we move the terrain * GameWorld.Get.DetatchChunkNeighbors (); * yield return StartCoroutine (Chunk.GenerateTerrain (newTerrain, !Player.Local.Surroundings.IsUnderground)); * //now re-set the neighbors * GameWorld.Get.ReattachChunkNeighbors (); * var refreshTerrainTextures = Chunk.RefreshTerrainTextures (); * while (refreshTerrainTextures.MoveNext ()) { * yield return refreshTerrainTextures.Current; * }*/ if (Chunk.TargetMode == ChunkMode.Unloaded) { yield break; } var addRivers = Chunk.AddRivers(ChunkMode.Immediate); while (addRivers.MoveNext()) { yield return(addRivers.Current); } yield break; }