/// End of variable declaration /// /// void Start() { if (!DebuggingMode) { InitializeDatapaths(); } //Initialize a bunch of stuff NewChunkPos = new Vector2(Mathf.Floor(Player.position.x / SimulatedChunkSize), Mathf.Floor(Player.position.z / SimulatedChunkSize)); OldChunkPos = NewChunkPos; if (!DebuggingMode) { worldCreator.Execute(); } PlayerBody = Player.GetComponent <Rigidbody>(); worldManager = new WorldManager(worldCreator, biomes, subBiome); worldManager.BiomeTransitionSmoothing = BiomeTransitionSmoothing; PlayerBlockPos = new Vector3(Mathf.Floor(Player.transform.position.x), Mathf.Floor(Player.transform.position.y), Mathf.Floor(Player.transform.position.z)); //Preparing the world ChunkList = new List <Chunk>(); for (int y = -Mathf.CeilToInt(LOD4EndChunkDistance); y <= Mathf.Ceil(LOD4EndChunkDistance); y++) { for (int x = -Mathf.CeilToInt(LOD4EndChunkDistance); x <= Mathf.Ceil(LOD4EndChunkDistance); x++) { float Distance = Vector2.Distance(Vector2.zero, new Vector2(x, y)); if (Distance < LOD4EndChunkDistance) { MaxChunkAllowed++; /*ChunkList.Insert(0,new Chunk(new Vector2(NewChunkPos.x+x,NewChunkPos.y+y),DistanceToLOD(Distance),SimulatedChunkSize,worldTextures,worldManager,MeshTemplate,false)); * //ChunkList[0].PrepareGeneration(); * //ChunkList[0].GenerateWorldObject();*/ } } } }