/// <summary> ///Load terrain, saved changes and resets ///the light for an empty chunk /// </summary> /// <param name="chunk">The chunk to generate and load for</param> void GenAndLoadChunk(Chunk chunk) { GenerateChunk(chunk); Serialization.Load(chunk); if (Config.Toggle.LightSceneOnStart) { if (chunk.pos.y == Config.Env.WorldMaxY) { BlockLight.ResetLightChunkColumn(this, chunk); } } chunk.terrainGenerated = true; }
/// <summary> ///Load terrain, saved changes and resets ///the light for an empty chunk /// </summary> /// <param name="chunk">The chunk to generate and load for</param> protected virtual void GenAndLoadChunk(Chunk chunk) { if (chunk.pos.y == Config.Env.WorldMaxY) { terrainGen.GenerateTerrainForChunkColumn(chunk.pos); for (int i = Config.Env.WorldMinY; i < Config.Env.WorldMaxY; i += Config.Env.ChunkSize) { Serialization.Load(GetChunk(new BlockPos(chunk.pos.x, i, chunk.pos.z))); } if (Config.Toggle.LightSceneOnStart) { BlockLight.ResetLightChunkColumn(this, chunk); } } chunk.SetFlag(Chunk.Flag.terrainGenerated, true); }