public VoxelState(VoxelState voxel, ChunkData chunk) { blockID = voxel.blockID; position = voxel.position; neighbors = new VoxelNeighbors(this); chunkData = chunk; light = 0; }
/* public byte lightLevel { * get { return (byte) Mathf.Round(globalLightPercent * (float) VoxelData.lightLevels); } * } */ public VoxelState(byte id, ChunkData chunk, Vector4Int pos) { blockID = id; position = pos; neighbors = new VoxelNeighbors(this); chunkData = chunk; light = 0; }