public ClientChunk(ClientChunkMap chunkMap, int x, int y) : base(chunkMap, x, y, new Tile[GameWorld.CHUNK_SIZE, GameWorld.CHUNK_SIZE]) { if (_chunksNode == null) { _chunksNode = new GameObject("Chunks"); } _gameObject = new GameObject($"Chunk-{x}-{y}"); _gameObject.transform.SetParent(_chunksNode.transform); _gameObject.transform.position = new Vector3(x * GameWorld.CHUNK_SIZE, y * GameWorld.CHUNK_SIZE); }
// In client we generate the tiles on-demand public override void CreateMap() { Map = new ClientChunkMap(this); }