/// <summary> /// <para>Generates a new terrain around the reference with square shape.</para> /// <para>If DynamicChunkLoading is enabled the square shape is substituted using the ChunkRenderDistance.</para> /// <para>If ParallelChunkLoading is enabled the chunks around the reference need to be build at Update method.</para> /// </summary> protected virtual void IniTerrain() { // Always load the current reference chunk LoadChunk(ReferenceChunkPos, true); // Load the other chunks foreach (Vector2Int chunkPos in LC_Math.AroundPositions(ReferenceChunkPos, ChunkRenderDistance)) { LoadChunk(chunkPos); } IsGenerated = true; }