// Find targeted voxel, check its toughness points, remove voxel and create loot object void Dig(Vector3 p) { Voxel vox = null; TerrainChunk chunk = null; Terrain.instance.FindVoxel(p, ref vox, ref chunk); if (vox.IsSolid() && chunk != null) { /* * GameObject loot = Instantiate (pfLoot); * loot.transform.parent = chunk.transform; * loot.transform.localPosition = new Vector3(vox.position.x, vox.position.y, 0f) + new Vector3(VOXEL_SIZE * .5f, VOXEL_SIZE * .5f, 0f); + loot.transform.localRotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 90f)); */ var itemPresetId = vox.GetBlockItemPresetId(); if (itemPresetId != Item.PresetId.Void) { inventory.AddAndStack(Item.Create(itemPresetId)); guiInventory.UpdateGuiElements(inventory); } Terrain.instance.EditVoxels(p); } }