public void init(Vector3 chunkPos)
        {
            _chunkPos = chunkPos;

            _isVisible = false;

            _levelId = -1;

            _levelEditor  = LevelEditor.Instance;
            _assetFactory = AssetFactory.Instance;

            _quadrantFlags = new Dictionary <string, int> ();

            _worldProps = new Dictionary <GameObject, worldProp> ();

            _numCubes = 0;
        }
        public void init()
        {
            _levelEditor  = LevelEditor.Instance;
            _assetFactory = AssetFactory.Instance;

            //_iMinLevelCoord = -50;
            //_iMaxLevelCoord = 50;

            //_quadrantFlags = new Dictionary<int, Dictionary<int, Dictionary<int, int>>> ();
            _quadrantFlagsNew = new Dictionary <string, int> ();

            /*for (int x = _iMinLevelCoord; x <= _iMaxLevelCoord; ++x) {
             *      _quadrantFlags.Add(x, new Dictionary<int, Dictionary<int, int>> ());
             *      for (int y = _iMinLevelCoord; y <= _iMaxLevelCoord; ++y) {
             *              _quadrantFlags [x].Add(y, new Dictionary<int, int> ());
             *              for (int z = _iMinLevelCoord; z <= _iMaxLevelCoord; ++z) {
             *                      _quadrantFlags [x] [y].Add(z, 0);
             *              }
             *      }
             * }*/

            _visibleQuadrants           = new Dictionary <GameObject, bool> ();
            _aQuadrantChangedVisibility = new List <GameObject> ();

            _numCubes = 0;

            //_coroutineIsRunning = false;

            if (AppController.Instance.editorIsInOfflineMode)
            {
                TextAsset levelAsset = Resources.Load <TextAsset>("Data/Levels/Genesis");
                string    json       = levelAsset.text;
                LevelData.Instance.loadLevelFromJson(json);
            }
            else
            {
                LevelManager.Instance.loadLevelByIndex(0);
            }
        }