protected IEnumerator WorldUpdateCoroutine() { while (true) { BlockGroup[] allBG_curr = new BlockGroup[allBlockGroups.Count]; allBlockGroups.CopyTo(allBG_curr); foreach (var bg in allBG_curr) { bg.budgetMS = UpdateCoroutineBudgetMS; bg.StartWorldUpdateSingleLoop(); while (!bg.UpdateLoopFinished) { yield return(null); } } yield return(null); } }
public bool Contains(BlockGroup bg) { return(allBlockGroups.Contains(bg)); }
public BlockEntityBase(BlockGroup group, Vector3Int pos, Block block) { this.group = group; this.pos = pos; this.block = block; }