public void ApplyInputs(Model.World world, Inputs inputs) { foreach (var m in inputs.MonumentRangeInputs) { var v = world.GetVoxel(m.Coord); if (!(v.Type is MonumentType)) { continue; // Ignore input because it arrived to late or is invalid } ((MonumentType)v.Type).ApplyMonumentRangeInput(v, m.Value); } }
public IVoxel GetRelative(Point2 offset) { return(world.GetVoxel(Coord + offset)); }