private static void FillRuinColumn(ChunkGeneratorSettings Settings, MaybeNull <VoxelType> WallType, int gap, int wallHeight, VoxelHandle baseVoxel, float decay) { for (int dy = gap; dy < wallHeight * (1.0f - decay) && dy < (Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY) - 2; dy++) { var currVoxel = Settings.World.ChunkManager.CreateVoxelHandle(baseVoxel.Coordinate + new GlobalVoxelOffset(0, dy, 0)); if (currVoxel.IsValid) { currVoxel.RawSetType(WallType); } } }
private static void FillBelowRuins(ChunkGeneratorSettings Settings, MaybeNull <VoxelType> ruinWallType, VoxelHandle baseVoxel, VoxelHandle underVoxel) { for (int dy = 1; dy < (baseVoxel.Coordinate.Y - underVoxel.Coordinate.Y); dy++) { var currVoxel = Settings.World.ChunkManager.CreateVoxelHandle(underVoxel.Coordinate + new GlobalVoxelOffset(0, dy, 0)); if (!currVoxel.IsValid) { continue; } currVoxel.RawSetType(ruinWallType); } underVoxel.RawSetGrass(0); }