public Region(Region region) : this(region.level,region.X1,region.Y1,region.Z1,region.X2,region.Y2,region.Z2) { }
public bool IsInside(Region region) { return (region.x1>=x1 && region.y1>=y1 && region.z1>=z1 && region.x2<=x2 && region.y2<=y2 && region.z2<=z2); }
public bool Overlaps(Region region) { return (region.x1>x1 || region.y1>y1 || region.x1>y1 || region.x2<x2 || region.y2<y2 || region.z2<z2); }
public void Cuboid(Player player,Region region,byte type,DrawMode mode) { Cuboid(player,region.X1,region.Y1,region.Z1, region.X2,region.Y2,region.Z2,type); }
public void Cuboid(Player player,Region region,byte type) { Cuboid(player,region,type,DrawMode.Solid); }
public List<Region> RegionsAt(Region region) { List<Region> regs = new List<Region>(); foreach (Region reg in regions) { if (reg.Overlaps(region)) { regs.Add(reg); } } return regs; }