private void CreateChunks() { for (var i = 0; i < TerrainSettings.ChunkCount; i++) { MainThreadDispatch.Instance().Enqueue(obj => { CreateChunk((int)obj); }, i); } }
private IEnumerator RunStatement() { TerrainCreator.Run(); MainThreadDispatch.Instance().Enqueue(() => { _working = false; }); yield return(new WaitWhile(() => _working)); }