private bool BlockPassibleForPlayer(BaseBlock block) { if (block.Type == BlockTypes.Air) { return true; } return false; }
public void SetBlock(int x,int y,int z,BaseBlock block,bool updatechunk) { if (BlockMap[x,y,z] != block) //If the target block isn't already what you want it to be { BlockMap[x, y, z] = block;//Then set the block to be that type if (updatechunk) { CreateVertices(); } } }