/// <summary> /// Remove all active Tiles from the scene. Skips caching. /// </summary> public void RemoveAll() { _queuedTiles = 0; _isGeneratingTile = false; for (int i = 0; i < ActiveTileCount; i++) { Cache.RemoveActiveTile(ActiveTiles[i]); i--; } }
/// <summary> /// Remove all active Tiles from the scene. Skips caching. /// </summary> public void RemoveAll() { _queuedTiles = 0; for (int i = 0; i < ActiveTileCount; i++) { Cache.RemoveActiveTile(ActiveTiles[i]); i--; } }