public void DeleteTile(int x, int y) { var id = tilesWorldMap[x, y]; Chunk currentChunk = ManageChunkTile(x, y, 0); currentChunk.SetTile(new Vector3Int(x % chunkSize, y % chunkSize, 0), null); lightService.RecursivDeleteShadow(x, y, tilemapShadow, tilesLightMap, tilemapLight); ManageItems.CreateItemOnMap(x, y, id); RefreshChunkNeightboorTiles(x, y, currentChunk.tilemap); }