public override void Setup(WorldChunksDrawer worldDrawer) { base.Setup(worldDrawer); Dictionary <Vector3Int, ChunkLoadType> chunksToLoad = new Dictionary <Vector3Int, ChunkLoadType>(); QualitySettings.shadowDistance = (chunksDrawDistance + 1) * ChunckData.chunkSize; prevFloorPosition = transform.position.DivideToFloor(ChunckData.chunkSize); for (int targetRadius = 0; targetRadius <= chunksDrawDistance; targetRadius++) { AddChunksToLoad(chunksToLoad, prevFloorPosition, targetRadius, ChunkLoadType.dynamicEnabled); } worldDrawer.ActualizeDisplayedChunks(chunksToLoad); }
public virtual void Setup(WorldChunksDrawer worldDrawer) { this.worldDrawer = worldDrawer; }