GameObject findNeighbor(NeighborDir dir, int x, int y, int z) { switch (dir) { case NeighborDir.X_MINUS: //if (m_neighbors[0] != null) // return m_neighbors[0]; m_neighbors[0] = findTerrainChunk(x - 1, y, z); return(m_neighbors[0]); case NeighborDir.X_PLUS: //if (m_neighbors[1] != null) // return m_neighbors[1]; m_neighbors[1] = findTerrainChunk(x + 1, y, z); return(m_neighbors[1]); case NeighborDir.Y_MINUS: //if (m_neighbors[2] != null) // return m_neighbors[2]; m_neighbors[2] = findTerrainChunk(x, y - 1, z); return(m_neighbors[2]); case NeighborDir.Y_PLUS: //if (m_neighbors[3] != null) // return m_neighbors[3]; m_neighbors[3] = findTerrainChunk(x, y + 1, z); return(m_neighbors[3]); case NeighborDir.Z_MINUS: //if (m_neighbors[4] != null) // return m_neighbors[4]; m_neighbors[4] = findTerrainChunk(x, y, z - 1); return(m_neighbors[4]); case NeighborDir.Z_PLUS: //if (m_neighbors[5] != null) // return m_neighbors[5]; m_neighbors[5] = findTerrainChunk(x, y, z + 1); return(m_neighbors[5]); default: return(null); } }
public GameObject getNeighbor(NeighborDir dir) { return(m_neighbors[(int)dir]); }
public void setNeighbor(NeighborDir dir, GameObject tpb) { m_neighbors[(int)dir] = tpb; }