public World(WorldData worldData, ITerrainGenerator terrainGenerator, ILightProcessor lightProcessor, IMeshGenerator meshGenerator, IWorldDecorator worldDecorator) { m_WorldData = worldData; m_LightProcessor = lightProcessor; m_MeshGenerator = meshGenerator; m_WorldDecorator = worldDecorator; m_TerrainGenerator = terrainGenerator; }
public World(WorldData worldData, ITerrainGenerator terrainGenerator, ILightProcessor lightProcessor, IMeshDataGenerator meshDataGenerator, IWorldDecorator worldDecorator, IChunkProcessor chunkProcessor) { m_WorldData = worldData; m_LightProcessor = lightProcessor; m_MeshDataGenerator = meshDataGenerator; m_WorldDecorator = worldDecorator; m_ChunkProcessor = chunkProcessor; m_TerrainGenerator = terrainGenerator; ContinueProcessingChunks = true; }