public void RebuildMesh(bool forceRefreshMeshData = true) { UnityEngine.Profiling.Profiler.BeginSample("RebuildMesh"); if (forceRefreshMeshData || isDirty) { RefreshMeshData(); } collidable.Refresh(); notCollidable.Refresh(); water.Refresh(); UnityEngine.Profiling.Profiler.EndSample(); }
public void RebuildMesh(UpdateFlags updateFlags = UpdateFlags.All, bool checkBorder = true) { UnityEngine.Profiling.Profiler.BeginSample("RebuildMesh"); if (checkBorder) { CheckBorder(); CheckNearbyChunks(); } RefreshMeshData(updateFlags); try { InitTileEntity(); if (updateFlags.HasFlag(UpdateFlags.Collidable)) { collidable.Refresh(); } if (updateFlags.HasFlag(UpdateFlags.NotCollidable)) { notCollidable.Refresh(); } if (updateFlags.HasFlag(UpdateFlags.Water)) { water.Refresh(); } } catch (System.Exception e) { Debug.Log("RebuildMesh chunk=" + x + ",z=" + z); } //water.Refresh(); UnityEngine.Profiling.Profiler.EndSample(); }