private void TickBlocks()
        {
            int count = m_BlocksToTickQueue.Count;

            if (count > MaxTickBlockCountPerFrame)
            {
                count = MaxTickBlockCountPerFrame; // 防止卡死
            }

            while (count-- > 0)
            {
                Vector3Int blockPos = m_BlocksToTickQueue.Dequeue();
                int        x        = blockPos.x;
                int        y        = blockPos.y;
                int        z        = blockPos.z;
                RWAccessor.GetBlock(x, y, z)?.Tick(this, x, y, z);
            }
        }
        private void LightBlocks(Stack <Vector3Int> queue, ref int limit, ModificationSource source)
        {
            while (limit-- > 0 && queue.Count > 0)
            {
                Vector3Int blockPos = queue.Pop();

                if (blockPos.y < 0 || blockPos.y >= ChunkHeight)
                {
                    continue;
                }

                if (!ChunkManager.GetChunk(ChunkPos.GetFromAny(blockPos.x, blockPos.z), false, out _))
                {
                    // 我不想管这个了,如果有人有好的算法请告诉我!
                    // m_BlocksToLightQueue.Push(blockPos);
                    // break;
                    continue;
                }

                int x = blockPos.x;
                int y = blockPos.y;
                int z = blockPos.z;

                BlockData block      = RWAccessor.GetBlock(x, y, z);
                int       opacity    = Mathf.Max(block.LightOpacity, 1);
                int       finalLight = 0;

                if (opacity < MaxLight || block.LightValue > 0) // 不然就是0
                {
                    int max = RWAccessor.GetAmbientLight(x + 1, y, z);
                    int temp;

                    if ((temp = RWAccessor.GetAmbientLight(x - 1, y, z)) > max)
                    {
                        max = temp;
                    }

                    if ((temp = RWAccessor.GetAmbientLight(x, y + 1, z)) > max)
                    {
                        max = temp;
                    }

                    if ((temp = RWAccessor.GetAmbientLight(x, y - 1, z)) > max)
                    {
                        max = temp;
                    }

                    if ((temp = RWAccessor.GetAmbientLight(x, y, z + 1)) > max)
                    {
                        max = temp;
                    }

                    if ((temp = RWAccessor.GetAmbientLight(x, y, z - 1)) > max)
                    {
                        max = temp;
                    }

                    finalLight = max - opacity;

                    if (block.LightValue > finalLight)
                    {
                        finalLight = block.LightValue; // 假设这个值一定是合法的(不过确实应该是合法的)
                    }
                    else if (finalLight < 0)
                    {
                        finalLight = 0;
                    }
                    //else if (finalLight > MaxLight)
                    //{
                    //    finalLight = MaxLight;
                    //}
                }

                if (RWAccessor.SetAmbientLightLevel(x, y, z, finalLight, source))
                {
                    queue.Push(new Vector3Int(x - 1, y, z));
                    queue.Push(new Vector3Int(x, y - 1, z));
                    queue.Push(new Vector3Int(x, y, z - 1));
                    queue.Push(new Vector3Int(x + 1, y, z));
                    queue.Push(new Vector3Int(x, y + 1, z));
                    queue.Push(new Vector3Int(x, y, z + 1));
                }
            }
        }