void GridRestoreAtCursors(Cursors cursors) { for (int i = 0; i < cursors.Count; i++) { GridRestore(cursors[i].position); } }
internal Buffer(Chunk chunk, GameObject[] palette, Camera view, Config config) { this.view = view; this.chunk = chunk; this.palette = palette; this.config = config; undo = new Undo(); cursors = new Cursors(chunk.bounds, chunk.cell_scale); deletion_pool = new List <GameObject>(); selection = new GameObject[16]; prefab_parents = new GameObject[palette.Length]; saved_view = new View() { position = view.transform.position, orthographic_size = view.orthographicSize }; cursors.Add((Vector2)view.transform.position - Vector2.one); }