public void UpdateTile(TilePosition pos) { //Vector2[] uvChanges = new Vector2[verteciesCount]; //Vector2[] textureLayer = new Vector2[verteciesCount]; if (pos.chunk_x != chunkPos_x || pos.chunk_y != chunkPos_y) { Debug.Log("Passed values are not for this chunk: Chunk: " + chunkPos_x + "," + chunkPos_y + " Passed: " + pos.chunk_x + "," + pos.chunk_y); return; } if (tileChanges[pos.chunk_relative_x, pos.chunk_relative_y]) { GenUvData(pos.chunk_relative_x, pos.chunk_relative_y); ApplyUpdates(); tileChanges[pos.chunk_relative_x, pos.chunk_relative_y] = false; } if (collisionChanges[pos.chunk_relative_x, pos.chunk_relative_y]) { GenerateCollision(); } }
public void UpdateChunkCollider(TilePosition pos) { chunkGrid[pos.chunk_x, pos.chunk_y].GenerateCollision(); }
public void UpdateTile(TilePosition pos) { chunkGrid[pos.chunk_x, pos.chunk_y].UpdateTile(pos); }
public TileBehaviour GetTile(TilePosition pos) { Chunk chunk = pos.layer.chunkGrid[pos.chunk_x, pos.chunk_y]; return(chunk.grid[pos.chunk_relative_x, pos.chunk_relative_y]); }
public void GenerateChunkMesh(TilePosition pos) { pos.layer.GenerateChunkMesh(pos.chunk_x, pos.chunk_y); }
public void UpdateTile(TilePosition pos) { pos.layer.UpdateTile(pos); }
public void UpdateChunk(TilePosition pos) { pos.layer.UpdateChunk(pos); }